Large Construct, Unaligned
AC 18 Natural    Initiative +1 (11)
HP 105 (14d10 + 28)
Speed 10 ft., Swim 50 ft.
Mod Save
STR 17 +3 +3
DEX 13 +1 +1
CON 15 +2 +2
Mod Save
INT 4 −3 −3
WIS 10 +0 +0
CHA 4 −3 −3
Vulnerabilities Lightning
Resistances Piercing and Slashing from nonmagical attacks
Immunities Poison, Psychic; Poisoned
Senses Darkvision 120 feet; Passive Perception 10
Languages None Understands the language of its creator but cannot speak
CR 5 (XP 1,800; PB +3)
Traits

Clockwork Body.  The clockwork octopus 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 up the turnkey on the clockwork octopuss back past its normal limit, grinding the gears and granting it heightened abilities. The clockwork octopus takes Xd10 damage up to 13d10 damage, to gain X rounds of the following benefit: the clockwork octopus gains an additional action every round that can only be used to perform a Tentacle attack.

Actions

Multiattack. The clockwork octopus makes four attacks total, with its Tentacles and fling.

Bite. Melee Weapon attack: + 7 to hit, reach 5 feet, one target. Hit: 22 (4d8 + 4) piercing damage.

Tentacle. Melee Weapon attack: + 7 to hit, reach 30 feet, one target. Hit: the target is grappled (escape DC 15). Until this grapple ends, the target is restrained.

Fling. One medium or smaller object held or creature grappled by the clockwork octopus is thrown up to 10 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3(1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 14 Dexterity saving throw or take the same damage and be knocked prone.

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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