Large construct, unaligned
Armor Class 16 (natural armor)
Hit Points 153 (18d10+54)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 14 (+2) | 16 (+3) | 10 (0) | 10 (+0) | 3 (-4) |
Saving Throws Str +11, Dex +5
Skills Athletics +8, Perception +6
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages understands Common
Challenge 6 (2,300 XP)
Special Traits
- Immutable Form. The clockwork myrmidon is immune to any spell or effect that would alter its form.
- Magic Resistance. The clockwork myrmidon has advantage on saving throws against spells and other magical effects.
Actions
- Multiattack. The clockwork myrmidon makes two attacks: two pick attacks or two slam attacks, or one of each.
- Heavy Pick. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
- Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.
- Alchemical Flame Jet (Recharge 5-6). The clockwork myrmidon can spew a jet of alchemical fire in a line 20 feet long and 5 feet wide. Any creature in the path of the jet takes 26 (4d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied.
- Grease Spray (Recharge 5-6). As a bonus action, the clockwork myrmidon’s chest can fire a spray of alchemical grease with a range of 30 feet, covering a 10-by-10 foot square area and turning it into difficult terrain. Each creature standing in the affected area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 15 Dexterity saving throw or fall prone. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied.
- Alchemical Fireball. The clockwork myrmidon’s alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. A creature within 5 feet of the myrmidon takes 19 (3d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. This explosion doesn’t occur if the clockwork myrmidon has already fired its alchemical flame jet four times.