Medium Construct, Neutral
Armor Class 15 (unnatural armor)
Hit Points 44 (6d8)
Speed
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
2 (-4)
WIS
16 (+3)
CHA
4 (-3)
Damage Immunities Poison, Psychic
Senses Passive Perception 15
Languages Common, Gnomish -- Can communicate with other Clockwork Creations but cannot truly speak.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

Lantern Eyes.  Casts bright light in a 30-foot radius and dim light for an additional 30 feet.

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

Unnatural Armor.  Their thick metal surface gives them a starting AC of 12 + their Dexterity modifier.

Actions

Multiattack. The armor makes two melee attacks or one melee attack and the use of Spider Drones.

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.

Spider Drones(10/Day).  The Clockwork Bishop produces 10 Spider Drones per day.  Each Spider Drone has 2 (1d4) hit points and can heal (1d4) another clockwork creation.  Any number of drones can be transfer at once.  The spider expends itself by repairing a clockwork creation and cannot be recovered.  

Reactions

Drone Rescue.  If the Clockwork Bishop drops to zero hit points and not all Spider Drones have been expended, then the remaining Drones will immediately use themselves and the Bishop will recover hit points equal to the number of Drones. 

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.

Description

The Clockwork Bishop is simple in design and has little metal dedicated to armor.  It deals in mostly in repairs of other clockwork creations.  A hooded lantern like head that displays light around it.  A unicycle like design for legs allows the Clockwork Bishop to move at the same speed as the average humanoid and catch up to other clockwork creations as necessary. 

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.

peircingdarkness77

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