| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 12 | +1 | +1 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 10 | +0 | +0 |
Clockwork Body. The clockwork soldier does not need to eat, breathe, or sleep. Once every 6 day, it needs to have the turnkey on its back wound up.
Heat of Battle. Once per day, the clockwork soldier can use a bonus action to overclock an ally.
Interlocking. The clockwork soldier is designed to interact with the clockwork steed. While riding the clockwork steeds, the clockwork soldier is able to wind and overclock the steed with out using hands. Clockwork soldiers can interlock with each other to form rudimentary ladders or bridges to cross gaps or siege walls.
Overclock. An adjacent ally can use an action to wind the turnkey on the clockwork soldiers back past its normal limit, grinding the gears and granting its heightened abilities. The clockwork soldier takes Xd8 damage up to 14d8 damage, to gain X rounds of the following benefit: the clockwork soldier gains an additional action every round that can only be used to perform a halbred attack.
Persistent Ticking. the ticks of the mechanisms stand out in the absence of other sounds, giving the clockwork soldier disadvantage on stealth checks in quiet environments.
Multiattack. The clockwork soldier makes three halbred or intergrated crossbow attacks.
Halberd. Melee Weapon attack: +6 to hit, reach 10 feet, one target. Hit: 9 (1d10 +4 ) Slashing damage.
Integrated crossbow. Ranged Weapon attack: +3 to hit, range 30/120 feet, one target. Hit: 6 (1d10 + 1) peircing damage. The clockwork soldier can fire twice before needing to take a action to reload the crossbow in its forearm.
Tactical Synchronization. Once per day, the clockwork soldier can take an action to synchronize its internal mechanisms to its allies. When synchronized, the clockwork creatures act in rhythms unfelt by flesh creatures. Each round, a synchronized clockwork may make the help action as a free action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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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