Immutable Form. The Clockwork Brawler is immune to any spell of effect that would alter its form.
Magic Resistance. The Clockwork Brawler has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Clockwork Brawler's weapon attacks are magical.
Multiattack. The Clockwork Brawler makes two unarmed strikes and pseudopod.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) bludgeoning damage.
Knockout (Recharge 4-6). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage plus 9 (2d8) force damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or fall unconscious for 1d4 rounds. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.
Spell Drain. Melee Spell Attack: +9 to hit, reach 5 ft., one target. On a hit, the brawler drains magic from the target; the target expends one of its highest-level spell slots available, and the brawler regains hit points equal to the spell's level times 3. A spell slot lost in this way cannot be regained until the creature finishes a long rest
Pseudopod. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 7 (2d6) necrotic damage.
Sweep Kick. When a creature misses the Clockwork Brawler with a melee attack, the brawler can use its reaction to make an unarmed strike against the creature. If it hits, the attack deals damage and the creature is knocked prone.
Split. When an infected Clockwork Brawler is subjected to slashing damage, a portion of the necrotic jelly is severed from the host; Spell Drain and Pseudopod must recharge (5-6).
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