Huge Construct, Unaligned
Armor Class 22 (Brozen Skin)
Hit Points 150 (13d12 + 65)
Speed 30 ft., Fly 60 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
7 (-2)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +8, WIS +6
Damage Resistances Force
Damage Immunities Poison, Psychic
Senses Blindsight 90 ft., Passive Perception 12
Languages Understands the languages of its creator but can't speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Immutable Form. The clockwork manticore is immune to any spell or effect that would alter its form.

Magic Resistance. The clockwork manticore has advantage on saving throws against spells and other magical effects.

Magic Weapons. The clockwork manticore's weapon attacks are magical.

Tail Spike Regeneration. The clockwork manticore has twenty-four tail spikes. Used spikes regenerate when the clockwork manticore finishes a long rest.

Actions

Multiattack. The clockwork manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. 

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Tail Spike. Ranged Weapon Attack: +8 to hit, range 100/200 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Fire Breath (Recharge 5–6). The clockwork manticore exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one

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