Large Construct, Chaotic Good
Armor Class 20 Unnatural
Hit Points 40 (4d12)
Speed 40 ft.
STR
17 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
12 (+1)
WIS
7 (-2)
CHA
7 (-2)
Saving Throws CON +4
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Actions

Charge. Charge towards an adventurer, and slam them into the ground or a nearby wall, incapacitating them for a turn.

Strike. Melee Weapon Attack: +1 to hit, reach 4 ft., 1 target. Hit: 12 (2d8) slashing damage. 

Shield bash. Melee Weapon Attack: +2 to hit, range 2 ft., 1 target. Hit: 6 (1d8 + 2) bludgeoning damage.

Reactions

Kamikaze. When the Clockwork Knights hit points drop to 0 it charges at the adventurer with the lowest health and explodes dealing 1d4 slashing damage and 1d8 explosion damage.

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

large analogue soldiers, the knights range from 6 to 8 feet tall and wield swords and shields used to defend its kind.

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.

Habitat: CoastalForestGrassland

peircingdarkness77

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