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).