Huge Construct, Neutral Evil
Armor Class 18 Natural armor
Hit Points 137 (13d12 + 84)
Speed 45 ft.
STR
22 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
6 (-2)
CHA
8 (-1)
Damage Vulnerabilities Acid, Lightning
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Exhaustion, Poisoned, Stunned
Senses Truesight 60ft, Passive Perception 9
Languages Common Understand, but cannot speak, Telepathy 60ft Understands all languages, telepathy 60 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Electronic: When Clockwork elemental takes lighting damage, it must succeed on a constitution saving throw with a DC equal to the lighting damage

Elemental Fusion: When Clockwork elemental lands an attack that deals elemental  damage, roll a d4. On a 1, it deals fire damage, on a 2, cold, a 3,  lighting, and a 4, acid. 

Lumbering Giant: due to the Clockwork Elemental’s size, it hits hard, but has a hard time hitting. When it makes a melee attack, it has disadvantage on the attack roll, but crits on 19-20.

Elemental Climax. When the Clockwork Elemental dies, it casts a bigger version of Chromatic orb on itself. All creatures within 100 feet of it must make a DC 15 saving throw or take 3d8 elemental damage.

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

 

Actions

Multi-Attack: The Clockwork Elemental makes two Elemental Fist attacks, or one Fist attack and one grab attack

Elemental Fist. Melee Weapon Attack: +9 to hit, reach 10 feet, one target. Hit: 15 (3d6+6) bludgeoning damage, plus 10 (2d6+3) elemental damage.

Elemental Grab. Melee Weapon Attack: +5 to hit, reach 10 feet, one target.Hit: 6 (1d6+3) bludgeoning damage, plus 5 (1d4+3) elemental damage. The target must succeed a dc20 dex(acrobatics) or strength(athletics) check or be grappled and take 1d6 elemental damage per turn. 

Frostball. Ranged Spell Attack (Recharge 6): DC 15, range 150 ft, 20 ft. Sphere. Hit: 8d6 frost damage on a failed save, and half as much on a successful one.

Corrosive Hands. Ranged Spell Attack (Recharge 5-6):  DC 15,  Range 15ft cone, Hit: 3d6 acid dmg. 

 

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a  row.

  • 15-foot stone pillars pop-up under the players, pushing them into the air and knocking them prone. They can avoid this with a DC18 Dex save, or a DC21 wisdom save. The players can climb down, or wait until inactive. Count 20 when the pillars recede
  • Pits of water open up around the room. Players must make a DC10 check or be submerged under water. On imitative count 10, the pools turn into liquid nitrogen. Players caught in the ice are petrified until initiative count 20 (losing initiative ties) The players can swim up and out, and the pols disappear on initiative count 20
  • Acid rain falls from the ceiling. Players must make a DC20 dexterity saving throw, taking 2d10 acid damage on a failed save, or half as much on a success
  • The walls spurt flames 15 feet in. Players caught in the radius must make a dc 23 dexterity check or take 3d6 fire dmg. 

Monster Tags: ArmorconstructElemental

animalhand

Comments

Posts Quoted:
Reply
Clear All Quotes