Medium Construct, Unaligned
AC 16 Natural    Initiative −1 (9)
HP 111 (13d10 + 45)
Speed 20 ft.
Mod Save
STR 17 +3 +3
DEX 9 −1 −1
CON 17 +3 +3
Mod Save
INT 2 −4 −4
WIS 11 +0 +0
CHA 5 −3 −3
Vulnerabilities Lightning
Resistances Piercing and Slashing from nonmagical attacks
Immunities Poison, Psychic; Poisoned
Senses Passive Perception 10
Languages None Understands the language of its creator but cannot speak
CR 4 (XP 1,100; PB +2)
Traits

Clockwork Body. The clockwork brewer 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 brewer back past its normal limit, grinding the gears and granting it heightened abilities. The clockwork brewer takes Xd10 damage up to 12d10 damage, to gain X rounds of the following benefit: the clockwork brewer gains an additional action every round that can only be used to perform a brewer action.

Actions

Multiattack. The clockwork brewer makes the brew action then one tube attack.

Tube Lash. Melee Weapon Attack: + 5 to hit, reach 10 feet, one target. Hit: 10 (2d6 + 3) bludgeoning damage. The target hit by this Attack rolls on the concoction table below to determine what they are coated in

Brew. The clockwork brewer brews a random concoction from the table below unless otherwise directed. 

D6 concoction table

1. Alcohol bottle. The character is covered in Alcohol and is vulnerable to fire damage until they wash it off with a gallon of clean water.

2. Energy drinks. The character receives the benefits of the haste spell for two turns

3. Poison vial. The character must make a DC 15 constitution saving throw or take 7 (2d6) poison damage and gains the poisoned condition. On a success they take half as much and resist the condition.

4. Bomb. If a character is coated in it, they take double fire damage. If the bomb is hurled all creatures in 30 feet radius of a target muat make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save or half as much on a success.

5. Slepping draught. This acts the same as the sleep spell

6. Health potion. The character heals 1d4 of health points

Bonus Actions

Hurl concoction. Ranged Weapon Attack. + 2 to hit, range 15/35 feet, one target. The clockwork brewer hurls whatever concoction it made this turn.

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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