Medium Construct, Lawful Neutral
Armor Class 16 Natural armor
Hit Points 50 (5d10 + 5)
Speed 60 ft.
STR
15 (+2)
DEX
10 (+0)
CON
12 (+1)
INT
12 (+1)
WIS
12 (+1)
CHA
10 (+0)
Damage Vulnerabilities Lightning
Condition Immunities Poisoned
Senses Darkvision, Passive Perception 18
Languages All
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Actions

Move. the clockwork can move 35ft waking and 60ft flying  

saw prod. multy attack uses its saws 4 times or uses its saws 2 times and its prod once. saw +6 to hit range 6ft 1d6+4 damage prod +4 to hit 1d8+6      

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (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:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

HellwynMistCatcher

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