Clockwork Conductor

Small Construct, lawful neutral. CR 1/2, AC 13, 28 HP. Traits: Construct Nature, Immutable Form, Magic Resistance, Metronomic Aura.

Armor class
13
Hit points
28
Challenge
0.5
Creature type
Construct
Size
Small
Alignment
lawful neutral

Stat block

Cha
16
Con
10
Dex
12
Int
9
Str
7
Wis
12
Speed
Walk: 30
Senses
darkvision 60', passive Perception 13
Skills
Perception: 1
Actions
  • Conductive Baton. Melee Weapon Attack: +3 to hit, 5 ft., one target, 3 (1d4+1) bludgeoning damage + 4 (1d8) lightning and target can't take reactions until start of its next turn.
  • Overclocked Finale (Recharge: Short/Long Rest). Makes a grand sacrifice spurring its allies on in a final masterstroke. Each friendly creature within 30' of conductor that can see it gains a +5 bonus to attack rolls damage rolls and ability checks until the end of the conductor's next turn. Roll a d6. On a 1 to 4 conductor can't use Concerted Effort until it finishes a short rest. On a 5 or 6 it can't use Concerted Effort and its Metronomic Aura becomes inactive until it finishes a short rest.
Languages
understands the languages of its creator but can't speak
Damage immunities
lightning, poison, psychic, thunder
Special abilities
  • Construct Nature. Doesn't require air food drink or sleep.
  • Immutable Form. Immune: form-altering spells/effects.
  • Magic Resistance. Advantage: spell/magic effect saves.
  • Metronomic Aura. When a friendly creature within 20' of conductor makes an attack or Cha (Performance) check creature can treat d20 roll as a 10 instead of die's actual roll.
Condition immunities
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Source and licence

From Tome of Beasts 3 (open content).

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.