| Mod | Save | ||
|---|---|---|---|
| STR | 25 | +7 | +11 |
| DEX | 6 | −2 | −2 |
| CON | 24 | +7 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 8 | −1 | −1 |
| CHA | 1 | −5 | −5 |
Immutable Form. The clockwork automaton is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork automaton has advantage on saving throws against spells and other magical effects.
Siege Monster. The mek deals double damage to objects and structures.
Multiattack. The mek makes two attacks, using Crane Smash or Frostfire in any combination, and can use Lay the Foundation, if available.
Crane Smash. Melee Attack Roll: +11, reach 15 ft. Hit: 26 (3d12 + 7) Bludgeoning damage.
Frostfire. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) Cold damage, and if the target is a Medium or smaller creature, it is knocked Prone.
Lay the Foundation (Recharge 6). The mek pours mortar on the ground in a 20-foot square starting from a point within 5 feet of the mek. Until the foundation dries in 1 hour, that area is Difficult Terrain, and when a creature with a Strength score of 20 or less starts its turn in that area, it must succeed on a DC 19 Strength (Athletics) check or be Restrained until the start of its next turn.
Stonecutter. Dexterity Saving Throw: DC 19, each creature within a 5-foot Emanation surrounding a creature within 15 feet of the mek. Failure: 13 (2d12) Bludgeoning damage.
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