Medium Construct, Lawful Neutral
Armor Class 20 Natural
Hit Points 120 (20d10 + 10)
Speed 30 ft.
STR
20 (+5)
DEX
17 (+3)
CON
30 (+10)
INT
17 (+3)
WIS
10 (+0)
CHA
15 (+2)
Saving Throws STR +8, CON +13
Skills Athletics +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Poisoned
Senses Darkvision Shades of Green Only, Truesight, Passive Perception 10
Languages Deep Speech Can understand but cannot speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Adaptive. This creature is designed to hunt humanoids, when fighting a humanoid or group of humanoids, it will adapt to their strategies. If the group uses mostly melee attacks, the Imitator will take its Action, Reaction, and Bonus Action to transform, putting more flexible armour plates over its normal ones, increasing its AC against melee attacks by +5. If the group uses mostly ranged attacks, the Imitator will take its Action, Bonus Action, and Reaction to transform, reinforcing its armour plates, providing a +5 AC bonus against ranged attacks, but decreasing the Imitator’s speed to 20. If the group uses a good mixture of melee and ranged attack options, the Imitator will take two rounds to transform, reinforcing armour plates and putting flexible armour plates over that, giving it a +5 bonus to AC against melee and ranged attacks, and decreasing its speed to 20. While an Imitator is transforming in this way, its AC becomes 15, it cannot move and becomes vulnerable to bludgeoning damage, these effects disappear when the transformation is complete. If the group uses mostly magic-based attacks, the Imitator uses its Action, Bonus Action, and Reaction to transform, bringing up magic resistant plating, giving the Imitator resistance to all magical attacks, at the cost of its speed becomes 0.

Clockwork Machination. The Imitator doesn’t require food, drink, sleep, or air. The Imitator will not stop attacking until it has accomplished its mission or has been killed.

Power Core. The Imitator runs off of a power core that allows the gears to continue turning. If a creature dealing the killing blow wishes, they may attempt a DC 25 attack roll with advantage after dealing the killing blow, if they succeed they hit the power core, causing the Imitator to explode, dealing 5d4 piercing damage to every creature within 10 feet, and forcing every creature within a 30-foot range (Including creatures within 10 feet of the Imitator) to make a Dexterity saving throw (DC 15), taking 2d4 piercing damage on a failed save, or half as much on a successful one. If the Power Core is specifically targeted before the killing blow is dealt, the AC for it is 30, if an attack beats that AC the Imitator dies instantly.

 

Actions

Adapt. The Imitator triggers its Adapt feature.

Multiattack. The Imitator makes one sword attack and two gun attacks

Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 11 (1d10 + 5) piercing damage. 

Gun. RangedWeapon Attack: +6 to hit, range 40/80 ft., 1 target. Hit: 13 (2d6 + 3) piercing damage.

Adapt. The Imitator triggers its Adapt feature, Bonus Action.

Reactions

Adapt. The Imitator triggers its Adapt feature.

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 Imitator is a construct designed to kill humanoids it comes across, a purpose that is hidden behind an elegant design and beautiful aesthetic. It does nothing until all enemies have attacked twice, and then adapts to their methods in order to better kill them. 

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: Armorconstruct

The_Mythcaller

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