Medium Construct (Human), Lawful Neutral
Armor Class 15 Clockwork Plating (Natural Armour)
Hit Points 40 (7d8 + 7)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
8 (-1)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +3, DEX +10, CON +3, INT +1, WIS +6, CHA +2
Skills Perception +3, Stealth +5
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Poisoned
Gear Longbow, Short Sword
Senses Darkvision 60ft, Passive Perception 13
Languages Celestial can understand but not speak, Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

 

Clockwork Aim.

Whenever the Archer makes a ranged attack, it may ignore half cover.

Temporal Targeting (Recharge 5–6).

Before making a ranged attack, the Archer can briefly freeze a foe in its sights.
The target must succeed on a DC 13 Wisdom save or the Archer’s next ranged attack against it has advantage and deals an extra 7 (2d6) force damage on hit.

Chronal Relay (1/day).

The archer emits a brief temporal signal affecting one creature it can see within 30 ft.

Choose one:

Haste (self or allied construct) — lasts 1 round only

Slow (enemy) — spell save DC 11, lasts 1 round

Actions

Multiattack.

The Archer makes two ranged attacks with its Chronal Longbow.

Chronal Longbow.

Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target
Hit: 7 (1d8+3) piercing damage plus 3 (1d6) lightning damage.

Shock Net Arrow (Recharge 5–6).

The Archer fires a crackling metallic net.
Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target
Hit: 6 (1d6+3) lightning damage and the target must make a DC 13 Strength save or be Restrained until the end of its next turn.

Reactions

Temporal Dodge.

When the Archer is hit by a ranged attack, it can reduce the damage by 1d8 as a flicker of time distorts the projectile’s path

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

A guard of the Town of the Spire, under the control of the Clockwork King.  The guards patrol the Spire town, maintaining order and removing unwanted influences as dictated by the king.  the Clockwork Archers are a perfect match for their clockwork guard counterparts and often patrol in pairs.

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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