Large Construct, Unaligned
AC 13 Natural    Initiative +2 (12)
HP 53 (7d10 + 14)
Speed 60 ft.
Mod Save
STR 17 +3 +3
DEX 14 +2 +2
CON 14 +2 +2
Mod Save
INT 2 −4 −4
WIS 10 +0 +0
CHA 7 −2 −2
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 1 (XP 200; PB +2)
Traits

Alternate form. An adjacent ally can use an action to insert the turnkey into the slot on the steeds belly, transforming the clockwork steed into a stationary cannon. It may fire automatically but needs a ally to reload. Firing the cannon does rattle the gears inside the steed, causing damage. It takes another action to revert the Clockwork steed back into its steed form.

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

Interlocking. The cclockwork steed is designed to interact with the clockwork soldier. While riding the clockwork steed, the clockwork soldier is able to wind and overclock the steed without using hands.

Overclock. An aadjacent ally can use an action to wind the turnkey on the clockwork steeds back past its normal limits, grinding the gears and granting it heightened abilities. The clockwork steed takes Xd10 damage, up to 6d10 damage, to gain X rounds of the following benefit: the clockwork steed gains an additional 30 feet of movement speed.

Persistent Ticking. The ticks of the clockworks steeds internal mechanisms stand out in the absence of other sounds, giving the clockwork steed disadvantage on stealth checks in quite environments.

Actions

Hooves (steed form only). Melee Weapon attack: + 5 to hit, reach 5 feet, one target. Hit: 8 ( 2d4 + 3) bludgeoning damage.

Cannon ( alternate form only). Ranged Weapon attack: + 3 to hit, range 300/1200 feet, one target. Hit: 22 (4d10) bludgeoning damage. After firing, the steed takes 2 (1d4) bludgeoning damage. An adjacent ally must use and action and bounus action to reload the cannon 

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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