Medium Construct, Unaligned
Armor Class 15 (natural armor)
Hit Points 22 (3d8 + 9)
Speed 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
16 (+3)
INT
5 (-3)
WIS
12 (+1)
CHA
1 (-5)
Saving Throws CON +5
Skills Perception +3
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Darkvision 120 ft., Passive Perception 11
Languages understands the languages of its creator but can't speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Bound Spirit. The clockwork daemon is a mass of spiritual energy that has been attached to a complex mechanical body.  At the beginning of each of its turns, the spirit within repairs its clockwork shell, regaining 18 (4d8) hit points.  If the daemon takes radiant or necrotic damage, it does not regain hit points on its following turn.  The daemon can only be destroyed if it starts its turn at 0 hit points and does not regain any hit points.

Dispel Vulnerability. If the clockwork daemon is targeted by dispel magic or a similar spell or effect that banishes magic, it must succeed on a Constitution saving throw equal to the caster's spell save DC.  On a failure, the daemon takes 11 (2d10) force damage and is stunned until the end of its next turn.

Keen Hearing and Smell. The daemon has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.  If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Steam Breath (Recharge 6). The daemon exhales a burst of steam that fills a 15-foot cone in front of it.  Creatures in the area must make a DC 12 Dexterity saving throw, taking 11 (2d10) fire damage on a failed save and half as much on a success.

Monster Tags: construct

jst98438

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