monsters construct cr-11-16 Tome of Beasts 3

Clockwork Tactician

Medium Construct, CR 11. From Tome of Beasts 3.

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Clockwork Tactician

Medium Construct, lawful neutral

Armor Class 16 (natural armor)

Hit Points 150 (20d8+60)

Speed 30 ft.

STR
20 (+5)
DEX
14 (+2)
CON
17 (+3)
INT
20 (+5)
WIS
15 (+2)
CHA
11 (+0)

Saving Throws

Skills Perception +2

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious

Senses darkvision 120', passive Perception 16

Languages Common + up to two languages of its creator

Challenge 11 (7,200 XP)

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.

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.

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.


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