Large Construct, Unaligned
Armor Class 15 Plated brass & steel
Hit Points 68 (8d10 + 24)
Speed
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
3 (-4)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws DEX +4, CON +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Poison, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Passive Perception 13
Languages understands Common and Rider's command language but can't speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Abilities

  • Clockwork Nature. Doesn’t require air, food, drink, or sleep.

  • Arcane Core Overload. (Recharge 5–6). When reduced below half HP, the griffon may unleash sparks of energy. Each creature within 10 ft. must make a DC 13 Dex save or take 7 (2d6) lightning damage.

  • Mechanical Wings. Advantage on saving throws against being knocked prone or restrained while flying.

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions
  • Multi-attack. The griffon makes two attacks: one with its beak and one with its claws.

  • Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Grappling Talons. When the griffon hits a creature with its claws, it may attempt to grapple the target (escape DC 14). While grappling, the griffon can fly at half speed, carrying the target aloft.

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.

Description

Tactics

  • The Clockwork Griffon swoops in from above, striking with claws to grab a target and lift them into the air.

It uses Arcane Core Overload when bloodied to scatter melee attackers

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.

Monster Tags: construct

Grocker

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