Small Construct (Goblinoid), Neutral Evil
Armor Class 14 Natural
Hit Points 14 (2d10)
Speed 30 ft., increases to 40 if charged
STR
16 (+3)
DEX
13 (+1)
CON
16 (+3)
INT
8 (-1)
WIS
13 (+1)
CHA
8 (-1)
Saving Throws CON +5
Skills Stealth +3
Damage Vulnerabilities Acid
Damage Immunities Lightning, Psychic
Senses Darkvision 60ft, Passive Perception 10
Languages Only understands the creator.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Charged (Recharge 5-6). The Clockwork is imbued with an electrical force that lets allows for a multi-attack, increased 10ft move speed,  and gain and additional (3)1d6 lightening damage. 

Uncaring Clockwork. Adv. on Constitution Saving throws. Clockwork Monsters are not vulnerable to the same elements as the flesh. Some may say it's even stronger.

Actions

Multi-Attack. Makes two attacks with scimitar.(Charged Only) 

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6(1d6 + 3) slashing damage. 

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit:  5(1d6 +2) piercing damage.

Reactions

Dodge. When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.

 

Description

It looks like a goblin, but made of wires and gears. This soulless creature needs no rest and stronger than your everyday goblin. Be careful if you see these in packs for danger is eminent and death is certain.

Monster Tags: Goblinoidconstruct

Mr404error

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