Medium Construct, Any Lawful Alignment
Armor Class 16 Natural
Hit Points 70 (8d10 + 26)
Speed 45 ft., It hover 3ft above the grond, and cannot fly higher than that
STR
16 (+3)
DEX
16 (+3)
CON
14 (+2)
INT
18 (+4)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws DEX +7, INT +8, WIS +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Paralyzed, Petrified, Poisoned, Stunned
Senses Truesight, Passive Perception 21
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Levitation. The clockwork serpents levitate around 3 ft up the ground

Time manipulation

The clockwork serpent can manipulate time. Females can slow down time or send things beck into the past, while males can speed up time or send things into the future. If fighting a pair, they can also see the future, as well as stop time. Every time they manipulate time, the clocks in their eyes advance, and once it's back to 12 they cannot manipulate time untill they take the equivalent of a long rest

Future sight

If fighting a pair of clockwork snakes, instead of the normal initiative order, the clockwork serpents are first, with the rest in whatever order they rolled. At the start of the clockwork serpents turn, all players must describe what they are going to do, and during their turn they must take the described action, with only minor changes

Temporal theft

When geting hit by a clockwork serpent they steal a part of your remaining lifespan. After killing it you regain it, but if he hits you 10 times he stole all of your lifespan and you get instakilled, no saves. You can only be revived by high level spells if the serpent is still alive. if escaping a battle with a clockwork serpent, you still have that lifespan stolen, and all hits you took still count towards the 10 hit kill

Actions

Each clockwork serpent does 2 of this:

Constrict: The serpent attempts to constrict a target. It rolls a grapple against that creature, and if successful that creature receives 1d10 +6 dmg and is restrained. At the start of it's turn, that creature makes a STR save of 16 to escape and takes the damage again on a fail. Every time it takes damage it's counted as a separate hit. A clockwork serpent can only constrict 1 target at a time, but it doesn't consume attacks to maintain the constriction

Bite: The serpent rolls a attack with +7 to hit. On a successful hit target takes 2d6 dmg and is injected with venom. At the start of each of it's turn it must make a CON save of 19. On a success the effect ends. The venom deals 1d8 dmg every turn, but does not count as separate hits

Tail whip: The serpent spins and whips it's tail in a 5ft radius around itself. All creatures in that area must make a DEX 18 save or take 1d12 +2 dmg and be pushed 10ft away from the serpent

Gear throw: The serpent spits a gear from it's mouth. It rolls a ranged attack with +10 to hit, and deals 1d8+3 on hit. The gear is imbedded inside the target. This attack has a range of 180ft

Bonus Actions

Temporal discordance: The clockwork serpent blinks up to 15ft in any direction. Constricted targets follow the serpent. This advances the clock in it's eyes by 1

Legendary Actions

At any point, the clockwork serpent can use it's legendary actions. Every time it does so, the clock in it's eyes moves forward, and once the clock hits 12 again it can no longer use their legendary actions. If it's a male it can do one of the male clockwork serpent legendary actions, if it's a female it does one of the female clockwork serpent legendary actions, and if fighting a pair, they can either do their respective actions or they can do their pair legendary actions

Male clockwork serpent legendary actions:

Send into the future - The clockwork serpent designates a target. That target is send in the future 1 turn and takes effect then in case of projectiles or spells. Creatures send into the future don't get a turn and do not exist until they apear for the purpose of spells, efects and other similar things. This cannot target clockwork serpents

Quicken time - The clockwork serpent choses a target or area. Time inside flows 5 times as fast until the start of the next turn of the clockwork serpent. Creatures affected by debuffs taking effect take 5 times the debuff every turn. Any creature under this effect gains +3 to AC and attack rolls against any target that is not a clockwork serpent and have advantage on saves.

Female clockwork serpent legendary actions:

Back to the begining: A target creature, object, spell or projectile has time flowing backwards for them untill the next turn of the clockwork serpent. Any damage that would be reversed is healed and that creature doesn't get to take it's turn, instead doing what he did last turn in the oposite order. This cannot target clockwork serpents

Slowed time: The clockwork serpent choses a target or area. Time inside flows at a fifth of it's normal speed until the start of the the clockwork serpents next turn. With the exeption of the clockwork serpent, all creatures inside have disadvantage on saves and attacks, and -3 AC

Pair legendary action:

Time stop: this advances the clocks in the eyes of both clockwork serpents, and can only be used twice during the fight. The clockwork serpents target a area. Time inside that area is frozen until the start of their next turn. Creatures affected by this have their turn skiped, fail all saves and don't get the bonuses to AC from dex and shields. The clockwork serpents only have 1 attack each instead of 2 each during the time stop. If a player that has atleast 1 hp is killed during the time stop (killed, not reduced to death saves) the time stop last one aditional round.

Description

Clockwork serpents are half construct half best, with the construct part being gears over it's body and his eyes have small clocks instead of the iris. If fighting a male and female pair, they have new abilities, their health is equal to twice the health of 1 clockwork serpent and they share their health. Fighting a pair is a challange rating 14

Habitat: Mountain

killkaster

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