Medium Construct, Unaligned
AC 15 Natural    Initiative +4 (14)
HP 90 (12d8 + 36)
Speed 30 ft.
Mod Save
STR 11 +0 +0
DEX 18 +4 +7
CON 16 +3 +3
Mod Save
INT 13 +1 +4
WIS 12 +1 +1
CHA 10 +0 +0
Skills Acrobatics +7, Perception +4, Stealth +10
Vulnerabilities Lightning
Resistances Piercing and Slashing from nonmagical attacks
Immunities Poison, Psychic; Poisoned
Senses Darkvision 60 feet; Passive Perception 13
Languages None Can understand the language of its creator but cannot speak
CR 8 (XP 3,900; PB +3)
Traits

Assassinate. During its first turn, the clockwork assasin has advantage on attsck rolls against any creature that hasn't taken a turn. Any successful hit against a surprised creature is a critical hit

Clockwork Body. The clockwork assassin does not need to eat, breathe, or sleep. Once every 6 days, it needs to have the turnkey on its back wound up.

Exposed gears. While reloading or storing a clockwork spy, the clockwork assassin's internal gears are exposed for one round and any hit landed on the assassin is a critical hit.

Interlocking. the cclockwork assassin is designed to interact with the clockwork spy. It can open its torso to store one for extraction.

Overclock. An adjacent ally can use an action to wind the turnkey on the clockwork assassins back past its normal limit, grinding the gears and granting it heightened abilities. The clockwork assassin takes Xd8 damage up to 11d8 damage, to gain X rounds of the following benefit: the clockwork assassin gains an additional 30 feet of movement speed.

Sneak Attack. Once per turn, the clockwork assassin deals an extra 14 (4d6) damage when it hits a target with a wrapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the clockwork assassin that isn't incapacitated and the clockwork assassin doesn't have disadvantage on the attack roll.

Actions

Integrated Rapier. Melee Weapon attack: +7 to hit, reach 5 feet, one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 constitution saving throw, taking 24 ( 7d6) poison damage on a failed save, or half as much on a successful one

Integrated Projectile Launcher. Ranged Weapon Attack: +7 to hit, range 15/30 feet, one target. Hit: 8(1d8 + 4) bludgeoning damage, and the target must make a DC 15 Dexterity saving throw, on a failure the target takes 2 (1d4) bludgeoning damage each round until healed; on a success they resist the effect. The projectile launcher is loaded with 6 heptagonal prisms and takes an action. To reload. While reloading the clockwork assassin's gears are exposed 

Legendary Actions

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 Actions

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.

tylerg21502

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