Large Construct, Lawful Neutral
AC 17 Armored Plates    Initiative +12 (22)
HP 252 (24d12 + 96)
Speed 24 ft.
Mod Save
STR 24 +7 +7
DEX 12 +1 +1
CON 18 +4 +4
Mod Save
INT 9 −1 +3
WIS 6 −2 −2
CHA 3 −4 +0
Skills Perception +2
Immunities Poison, Psychic; Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses Passive Perception 12
Languages Modron Understands but cannot speak
CR 12 (XP 8,400; PB +4)
Traits

Twelve Hours. Clockwork Knights use d12s for their hit dice instead of d10s. Additionally, Clockwork Knights treat 12s on d20 rolls as critical hits in addition to 20s.

Sixty Minutes. Any Clockwork Knight that is dead is resurrected at their shared lair once the clock chimes the hour.

Sixty Seconds. All Clockwork Knights act on initiative count 12 (losing ties).

The March of Time. Clockwork Knights gain a bonus to attack rolls, damage rolls, and move speed equal to the turn number (maximum of 12).

Order of Twelve. If a Clockwork Knight attacks a creature within 12 feet of another Clockwork Knight, the attack is at advantage and the highest value rolled on a damage dice is treated as the value of all rolled damage dice.

Timeless Order. Clockwork Knights are immune to any effect that would alter their age, move them through time, or alter the speed at which they move through time.

Immutable Form. Clockwork Knights are immune to any effect that would change their shapes.

Actions

Multiattack. The Clockwork Knight makes 6 attacks.

The Clock Strikes Fast. Melee Weapon Attack: +0 to hit, reach 12 ft., 1 target. Hit: 12 (2d12 - 1) Piercing damage.

The Clock Strikes True. Ranged Weapon Attack: +0 to hit, range 24/60 ft., 1 target. Hit: 12 (2d12 - 1) Force damage.

Bonus Actions

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

Reactions

The Clock Strikes Now. If a creature enters or leaves the Clockwork Knight's melee range, Melee Weapon Attack: +0 to hit, reach 12 ft., 1 target. Hit: 12 (2d12 - 1) Bludgeoning damage.

Description

Enter a general description for your monster here.

Lair and Lair Actions

The Clockwork Knights defend a magical clock tower at the heart of Lone Mountain. Every hour, on the hour, the clock tower's bells chime and age all creatures that can hear it by one year, granting or removing 5 levels of exhaustion depending on whether the creatures are awake. At the core of the clock tower's mechanisms lies a watch, granted by the Finality, which allows the tower to operate.

Lair Actions

On initiative count 24 (losing initiative ties), the Knights take a lair action to causing the following effects in sequence (one effect each turn):

  1. The Slow spell is cast, targeting all creatures within the clock tower. The DC on the saving throw is 18.
  2. Time is stopped for one turn, allowing all Clockwork Knights to move but not affect other creatures.
  3. Time moves forward one minute, affecting the duration of any spell or effect.
  4. All hostile creatures are moved to their locations from one turn prior. 
  5. Any effects caused by creatures during the previous turn occur once more, but do not affect the Clockwork Knight.
  6. All Clockwork Knights immediately take a turn.

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:

  • Every hour, on the hour, all creatures age 1 year and either gain or lose 5 levels of exhaustion (depending on if the creatures are awake). This effect does not alter a creature's hunger or thirst. Sleeping for one hour under the effect of the clock tower grants the benefits of a long rest.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: ArcticMountain

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