Large Construct, Unaligned
Armor Class 18 Natural
Hit Points 180 (14d20 + 40)
Speed 40 ft.
STR
20 (+5)
DEX
8 (-1)
CON
14 (+2)
INT
7 (-2)
WIS
10 (+0)
CHA
10 (+0)
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120ft, Passive Perception 14
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

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

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

Magic Weapons. The owlbear's weapon attacks are magical.

Actions

Multiattack. The owlbear makes one beak attack, one claws attack, and one other attack.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (1d12 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Slamming Jump.  The Owlbear, leaps 15ft into the air and lands any creature within 15 ft. of its landing makes a DC 18 Dexterity save or takes target. Hit: 18 (6d6) bludgeoning damage. Halved on a success.

Lightning Flare. Each creature in contact with the ground within 15 feet of the clockwork must make a DC 18 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.

Explosive Bolt. The clockwork launches an explosive charge at a point within 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 25 (5d8+5) fire damage on a failed save, or half as much damage on a successful one.

 

Lizardman7

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