Medium Construct, Unaligned
AC 15    Initiative +2 (12)
HP 68 (9d8 + 10)
Speed 30 ft.
Mod Save
STR 7 −2 −2
DEX 14 +2 +2
CON 14 +2 +2
Mod Save
INT 18 +4 +7
WIS 15 +2 +5
CHA 12 +1 +4
Skills Arcana +7
Vulnerabilities Lightning
Resistances Piercing and Slashing from nonmagical attacks
Immunities Poison, Psychic; Poisoned
Senses Passive Perception 11
Languages All Understands all languages and speaks by splicing together prerecorded syllables from the verbal components of spells
CR 6 (XP 2,300; PB +3)
Traits

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

Overclock. An adjacent ally can use an action to wind the turnkey on the clockwork mages back past its normal limit, grinding its gears and granting it heightened abilities. The clockwork mage takes Xd8 damage up to 8d8 damage, to gain X rounds of the following benefit: the clockwork mage can cast lst level spells and cantrips as a bonus action.

Multi-limbed. The clockwork mage additional arms allows it to cast all cantrips as a bonus action.

Spellcasting. The clockwork mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, + 7 to hit with spell attacks). The clockwork mage has the following wizard spell prepared 

Cantrips (at will): acid splash, fireball bolt, mage hand, prestidigitation 

1st level (4 slots): grease, magic missle, shield, thunderwave 

2nd level (3 slots): blur, ray of enfeeblement, shatter

3rd level (3 slots): counterspell, fireball 

4th level (3 slots): banishment, ice storm

5th level (1 slot): cloudkill

Actions

Claw. Melee Weapon attack: + 5 to hit, reach 5 feet, one target. Hit: 4 (1d4 + 2) piercing damage 

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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