Huge Construct
AC 18 Reinforced Brass Plate    Initiative +2 (12)
HP 126 (12d12 + 66)
Speed 50 ft.
Mod Save
STR 21 +5 +5
DEX 14 +2 +5
CON 20 +5 +8
Mod Save
INT 3 −4 −4
WIS 12 +1 +1
CHA 5 −3 −3
Resistances Piercing and Slashing from nonmagical attacks
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision; Passive Perception 11
Languages Gnomish Understands but ca not speak it.
CR 7 (XP 2,900; PB +3)
Traits

Clockwork Precision. The Clockwork Tyrant has advantage on attack rolls against creatures that it has hit in the previous round.

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

Magic Resistance. The Clockwork Tyrant has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Clockwork Tyrant makes two Slam attacks and one Tail Swipe.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.

Tail Swipe. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. The target must succeed on a DC 16 Strength saving throw or be knocked prone.

Steam Cannon (Recharge 5-6). The Clockwork Tyrant unleashes a cone of superheated steam in a 30-foot cone. Each creature in the area must make a DC 16 Constitution saving throw, taking 20(5d8) fire damage on a failed save, or half as much on a successful one.

Bonus Actions

Overclock (1/day). The Clockwork Tyrant can enter a surge mode as a bonus action. For 1 minute, it gains the following benefits:

Speed increases by 20 feet.

It can take an additional action on each of its turns. This action can only be used to take the Attack (one weapon attack only), Dash, Disengage, or Use an Object action.

Legendary Actions

The Clockwork Tyrant can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Clockwork Tyrant regains spent legendary actions at the start of its turn.

    Crushing Step. The Tyrant moves up to half its speed. It can move through the space of Medium or smaller creatures. Each such creature must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) bludgeoning damage and be knocked prone.

    Target Lock. The Tyrant designates a creature it can see. Until the end of its next turn, it has advantage on weapon attacks against that creature.

Description

Crafted for war and perfected for obedience, the Clockwork Tyrant marches ceaselessly on, its gears grinding in rhythm with the inevitability of its hunt. Daring adventurers beware, once it marks its prey, not even death will grant reprieve.

Previous Versions

Name Date Modified Views Adds Version Actions
5/23/2025 7:16:33 PM
5
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5/23/2025 7:19:44 PM
5
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5/23/2025 7:22:13 PM
4
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5/23/2025 7:23:16 PM
4
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5/23/2025 7:39:13 PM
6
1
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Coming Soon
Bremmon

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