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.
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