Large Construct, Unaligned
AC 17 Natural    Initiative −2 (8)
HP 178 (17d10 + 85)
Speed 30 ft.
Mod Save
STR 23 +6 +6
DEX 7 −2 −2
CON 20 +5 +5
Mod Save
INT 2 −4 −4
WIS 9 −1 −1
CHA 1 −5 −5
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 10 (XP 5,900; PB +4)
Traits

Alternate form. An ally can wind the clockwork golem using the port on its back torso to transform the golem into a battering ram. In its battering ram form, the clockwork golem cannot grapple.

Clockwork Body. The clockwork golem 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 golems back past its normal limit, grinding the gears and granting it heightened abilities. The clockwork golem takes Xd10 damage up to 16d10 damage, to gain X rounds of the following benefit: the clockwork golem gains an additional action every round that can only be used to perform a slam attack.

Siege Monster. The clockwork golem deals double damage to objects and structures. It can also grappled large structures. Once grappled, it releases ladders onto its back to allow for infantry to scale the wall.

Actions

Multiattack. The clockwork golem makes two slam attacks.

Slam. Melee Weapon attack: + 10 to hit, Reach 5 feet, one target. Hit: 19 (3d8 +6) bludgeoning damage. The clockwork golem grapples the target.

Fling. One medium or smaller object held or creature grappled by the clockwork golem is thrown up to 15 feet. 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 isbthrown at another creature, that creature must succeed on a DC 16 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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