AC
11
Initiative
−1 (9)
HP
68
(8d10 + 24)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 8 | −1 | −1 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 7 | −2 | −2 |
| CHA | 7 | −2 | −2 |
Immunities
Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
Darkvision 60 ft.; Passive Perception 8
Languages
Common, Goblin
CR
2 (XP 450; PB +2)
Traits
Magic Resistance. The clockwork has Advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn't require air, food, drink, or sleep.
Actions
Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage.
Shock. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Lightning damage.
Description
Clockwork ogres are the result of goblins’ tinkering with magic and mechanical devices.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/4/2026 5:07:41 AM
|
13
|
0
|
--
|
Coming Soon
|
Comments