Clockwork Conductor
Small Construct lawful neutral
- Armor Class: 13 (natural armor)
- Hit Points: 28 (8d6)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: Tome of Beasts 3, page 87
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 7 (-2) |
12 (+1) |
10 (+0) |
9 (-1) |
12 (+1) |
16 (+3) |
- Skills: perception +1
- Damage Immunities: lightning, poison, psychic, thunder
- Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 60', passive Perception 13
- Languages: understands the languages of its creator but can't speak
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.
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.
Bonus Actions
- Concerted Effort: Inspires itself or one friendly creature it can see within 30' of it until start of conductor's next turn. When target makes an attack roll or a Con save to maintain concentration on a spell target can roll d4 and add result to attack or save.
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