Clockwork Tactician
Medium Construct, lawful neutral. CR 11, AC 16, 150 HP. Traits: Construct Nature, Immutable Form, Magic Resistance, Magic Weapons, Pack Tactics.
- Armor class
- 16
- Hit points
- 150
- Challenge
- 11
- Creature type
- Construct
- Size
- Medium
- Alignment
- lawful neutral
Stat block
- Cha
- 11
- Con
- 17
- Dex
- 14
- Int
- 20
- Str
- 20
- Wis
- 15
- Speed
- Walk: 30
- Senses
- darkvision 120', passive Perception 16
- Skills
- Perception: 2
- Actions
- Multiattack. Four Multiweapon attacks.
- Multiweapon. Melee Weapon Attack: +9 to hit, 5 ft., one target, 14 (2d8+5) bludgeoning damage piercing or slashing. The clockwork tactician chooses the damage type when it attacks.
- Heavy Crossbow. Ranged Weapon Attack: +6 to hit 100/400' one target 7 (1d10+2) piercing damage.
- Languages
- Common + up to two languages of its creator
- Reactions
- Quick Study. When a creature hits tactician with attack tactician makes DC 13 Int check. Success: it chooses one of:Tactician has advantage on melee attack rolls vs. the attacker.Attacker has disadvantage on attack rolls vs. the tactician.Tactician has resistance to damage type of attack that hit it.Can have more than one benefit active at a time. They end when it attacks a different creature or uses Quick Study on another.
- Damage immunities
- poison, psychic
- 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.
- Magic Weapons. Weapon attacks are magical.
- Pack Tactics. Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target.
- Damage resistances
- nonmagic B/P/S attacks
- Condition immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Source and licence
From Tome of Beasts 3 (open content).
Licence: Open Game Content (OGL 1.0a).