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Clockwork Tactician 2014

CR 11 construct

Medium construct, lawful neutral


Armor Class
16 (natural armor)
Hit Points
150 (20d8+60)
Speed
30 ft.

STR20 (+5)
DEX14 (+2)
CON17 (+3)
INT20 (+5)
WIS15 (+2)
CHA11 (+0)

Saving Throws
Skills
Perception +2
Resistances
nonmagic B/P/S attacks
Damage Immunities
poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses
darkvision 120 ft., passive Perception 16
Languages
Common + up to two languages of its creator
Challenge
11 (7,200 XP) · Proficiency Bonus +4

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.

Bonus Actions

Battlefield Commands.

Issues commands to up to 3 friendly creatures it can see within 60' of it. Each target has advantage on its next ability check or attack roll provided it can hear and understand tactician.

Press the Attack.

If the clockwork tactician hits one target with two Multiweapon attacks or scores a critical hit with its multiweapon it can make one additional Multiweapon attack.

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.

Source: Tome of Beasts 3 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details