Medium Construct (Human), Lawful Neutral
Armor Class 18 Clockwork Plate (Natural Armour)
Hit Points 95 (10d8 + 50)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +12, DEX +5, CON +16, INT +3, WIS +10, CHA +4
Skills Athletics +6, Intimidation +4, Perception +5
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Gear Polearm
Senses Darkvision 60ft, Passive Perception 15
Languages Celestial can understand but not speak, Common can understand but not speak common, celestial - can understand but not speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Clockwork Commander: All allied constructs within 30 ft. gain +1 to attack rolls and make saving throws against Slow, Stun, and Paralyze with advantage.Advanced

Temporal Relay (2/day): The Captain casts Haste or Slow (spell save DC 14), targeting up to two creatures he can see within 30 ft. (Willing allies/Enemies). No components.

Polearm Mastery: The Captain gains all benefits of the Polearm Master feat.Sentinel

Protocol: Creatures the Captain hits with an opportunity attack have their speed reduced to 0 until the end of the turn.

Actions

 Multi Attack.  The Captain makes three Polearm attacks

Clockwork Halberd.  Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d10+3) Slashing damage plus 4(1d8) Lightening Damage

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Temporal Authority (Recharge 5–6): As a bonus action, the Captain emits a localized chronal pulse. Each allied construct within 20 ft. gains 10 temporary hit points and +10 ft. speed until the end of the Captain’s next turn.

Butt Strike: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d4+3) bludgeoning damage plus 4 (1d8) lightening damage.

 

) lightning damage.

Reactions

Reaction Name. Enter the description for your action.

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.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

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.

Diabolous_Darkdoom

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