Medium Humanoid, Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 138 (12d12 + 60)
Speed 30 ft., climb 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws STR +8, CON +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Prone
Senses Darkvision 60 ft., Passive Perception 10
Languages Only languages the host knew in life.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Immutable Form. The Clockwork Corpse is immune to any spell or effect that would alter its form.

Actions

Multiattack. The Clockwork Corpse makes four attacks: two slam attacks, one shocking grasp attack, and one pincer attack (unless a creature is grappled by the pincer).

Slam. Melee Weapon Attack. +5 to hit, reach 5 ft. Hit: 7 (1D4 + 5) bludgeoning damage. 

Spell. The Clockwork Corpse casts Shocking Grasp.

Pincer. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. The target is grappled (escape DC 15) if it is a Large or smaller creature and the Clockwork Corpse doesn't have another creature grappled.

Reactions

Slam. Melee Weapon Attack. +5 to hit, reach 5 ft. Hit: 7 (1D4 + 5) bludgeoning damage.

Legendary Actions
  • Exploding Spiders. The Clockwork Corpse summons 3 clockwork spiders, which attempt to latch themselves on to the nearest target. The clockwork spiders can move 20 ft per round, have an AC of 13 and 1 hit point. The target must make a DC 13 dexterity saving throw or be grappled by the spider. On the target's next turn it may use its action to remove the spider with a DC 13 strength check and throw it up to 20 feet. On the clockwork spider's next turn, it self-destructs, causing 1D4 fire damage.
  • Horrifying Visage. The host's corpse begins to convulse violently Each non-undead creature within 60 feet of the Clockwork Corpse that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Clockwork Corpse's Horrifying Visage for the next 24 hours.
  • Surge. If the Clockwork Corpse has not used it's Shocking Grasp attack, it can create a 10 ft radius electrical surge, emanating from itself. Creatures within the area of effect must succeed on a DC 13 Constitution saving throw or become stunned until the end of their next turn.

Description

A diseased, mad artificer has created a body suit of clockwork armor intended to preserve her decaying body as well as to aid in conducting experiments. A mistake in the extremely delicate process of fusing the machinery with her body had catastrophic consequences. She was killed in the process, but the machine's own magic is a leach on the corpse's restless soul, propelling the machinery on a path of chaos and destruction. The host's corpse dangles limply from the machine, which still uses her head and eyes to see and think.

Lair and Lair Actions

The lair of the Clockwork Corpse is a tinkerer's laboratory, filled with new and strange technology. Steam rises from vents in the floor and the smell of oil fills the air. Pumps and pulleys move almost with a mind of their own as needles on the gauges pulse. The sound of clicking fills the room as thousands of gears, small and large, make their eternal cycles.

Lair Actions

On initiative count 20 (losing initiative ties), the Clockwork Corpse takes a lair action to cause one of the following effects; the Clockwork Corpse can’t use the same effect two rounds in a row:

  • A nearby machine is on the verge of exploding from immense pressure. The Clockwork Corpse pulls a lever to increasing the pressure, causing the machine to burst and spray scalding hot steam in a 30 ft cone. Creatures in this area take 1D6 fire damage.
  • The Clockwork Corpse dumps a barrel of oil, spreading over a 10 ft. radius. Creatures who enter this area or being their turn in this area must make a DC 13 Dexterity saving throw or be knocked prone. This area is considered difficult terrain for 1 round.

Monster Tags: constructhumanoid

Habitat: Urban

TylorStandley

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