Medium Construct
AC 16 (Natural Armor)    Initiative +3 (13)
HP 68 (8d8 + 32)
Speed 35 ft.
Mod Save
STR 16 +3 +3
DEX 18 +4 +4
CON 18 +4 +4
Mod Save
INT 6 −2 −2
WIS 12 +1 +1
CHA 5 −3 −3
Skills Perception +3
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft.; Passive Perception 13
Languages Common (Simple sentences only)
CR 4 (XP 1,100; PB +2)
Traits

Magic Resistance. The clockwork swordman has advantage on saving throws against spells and other magical effects.

Repairable. The clockwork swordman regains 7 (2d6) Hit Points if the Mending spell is cast on it and it has at least 1 Hit Point.

Immutable Form. The clockwork swordman is immune to any spell or effect that would alter its form.

Unusual Nature. The clockwork swordman doesn't require air, food, drink, or sleep.

Actions

Multiattack. The clockwork swordman makes three attacks, using Arcane Armblade or Eye Ray in any combination.

Arcane Armblade. Melee Weapon Attack Roll : +6, reach 10 ft. Hit : 11 (2d6 + 4) Slashing damage.

Eye Ray. Ranged Weapon Attack Roll : +6, range 30/120 ft. Hit : 6 (1d4 + 4) Lightning damage.

Bonus Actions

Harassment Protocols. The clockwork swordman takes the Dash or Disengage action.

Reactions

Parry. Trigger : The clockwork swordmanis hit by a melee attack roll. Response : The clockwork swordman adds 2 to its AC against that attack, possibly causing it to miss.

Description

DCR 3 - OCR 5

Clockwork swordsmen are slender humanoid figures with a central eye pulsing with energy, and a long blade for an arm. They act as quick strikers, rushing past defenders toward vulnerable targets and stabbing them multiples times before retreating, running in circle around their struggling enemies trying to catch them.

Previous Versions

Name Date Modified Views Adds Version Actions
3/31/2025 10:59:13 AM
0
0
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Coming Soon
_Lucanoptek_

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