Large Construct, Unaligned
Armor Class 19 Reinforced Plate
Hit Points 105 (11d8 + 33)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
4 (-3)
WIS
8 (-1)
CHA
6 (-2)
Saving Throws STR +8, CON +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Darkvision 120ft, Passive Perception 9
Languages Dwarvish Only knows the language its creator programmed it with
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

Mizzium Construction The Cyclops is constructed out of mizzium plating. Whenever a creature lands a critical strike, it instead becomes a normal hit. In addition, whenever it is subjected to a magical effect that allows you to make a strength or Constitution saving throw to take half damage, it instead takes no damage if it succeeds on the saving throw.

Immutable Form The Cyclops is immune to spells that would alter its form.

 

Actions

Multiattack. The cyclops makes two slam attacks or one concentrated blast attack and one slam attack.

Slam Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 16 (2d10 + 5) bludgeoning damage. 

The cyclops makes a slam attack against a target

Concentrated Blast. RangedWeapon Attack: +8 to hit, range 90 ft., 1 target. Hit: 10 (3d6) force damage.

The cyclops makes a ranged attack by concentrating the power through his enchanted eye. The cyclops releases this power in a beam of blue energy. If the attack hits, the creature must make a DC15 strength check or be pushed 10ft back.

Reactions

Converging Waves The cyclops can use energy stored in the enchanted eye to create an energy field around it. The cyclops can use a reaction to teleport within 15ft of its current location after being struck by an attack.

Legendary Actions

The Clockwork Cyclops can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Clockwork Cyclops regains spent legendary actions at the start of its turn.

Slam (Cost 1 actions) The cyclops makes one slam attack against an opponent.

Petrifying Glare (Cost 2 actions) The cyclops forces a creature within 30 ft to make a DC16 Constitution saving throw or become paralyzed until the start of the creatures next turn.

Energy Nova (Cost 3 actions) The cyclops releases a burst of energy from its enchanted eye forcing everyone in a 10ft radius around it to make a DC16 Wisdom saving throw. On a failed save the creatures take 3d6 psychic damage and fall prone.

 

Description

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Previous Versions

Name Date Modified Views Adds Version Actions
10/19/2019 5:36:51 PM
5
1
5e
Coming Soon

Monster Tags: constructIzzet

TheyCallMeAngelic

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