Armor Class 12
Hit Points 60 (8d12 + 8)
Speed 30 ft.
STR
19 (+4)
DEX
14 (+2)
CON
12 (+1)
INT
1 (-5)
WIS
10 (+0)
CHA
3 (-4)
Skills Perception +2
Senses Darkvision 60 ft., Passive Perception 12
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.

Electrical Discharge: When reduced to 0 HP, the clockwork creature issues a static discharge, causing all creatures within a ten-foot radius to make a DC 15 Constitution saving throw, taking 7 (2d6) lightning damage, or half on a successful save.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Previous Versions

Name Date Modified Views Adds Version Actions
11/9/2024 1:19:49 AM
1
0
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Coming Soon

Monster Tags: Misc Creature

Habitat: DesertForestSwampUnderdarkUnderwater

AshleyRenee

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