Large Construct, Neutral
Armor Class 14 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft.
STR
19 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
5 (-3)
WIS
7 (-2)
CHA
7 (-2)
Damage Resistances Force, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Necrotic, Poison, Psychic
Senses Darkvision 60 ft., Passive Perception 8
Languages The Clockwork Ogre Howdah understands gnomish, but can't speak.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Howdah. The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre.

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

Actions

Multiattack. The Clockwork Ogre Howdah make two attacks with either of it's weapons.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Bolt Launcher. Ranged Weapon Attack: +5 to hit, range 60/100 ft., one target. Hit:  10 (2d6+3) piercing damage.

Habitat: GrasslandHillMountain

LostInMe

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