Clockwork Fiend (5e Creature)
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Large construct (devil), lawful evil
Armor Class 17 (natural armour)
Saving Throws Str +14, Con +13, Cha +8
Immutable Form. The clockwork fiend is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the clockwork fiend is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage taken. It also gains an extra 10 feet of speed until the end of its next turn and its frenzy recharges if the damage exceeds 60 damage.
Magic Resistance. The clockwork fiend has advantage on saving throws against spells and other magical effects.
Magic Weapons. The clockwork fiend's weapon attacks are magical.
Over-energise. Whenever the clockwork fiend is subjected to over 60 lightning damage, it must make a DC 15 Constitution saving throw or explode. If the damage exceeds 90, the DC increases to 25. If the clockwork fiend explodes, it is destroyed and each creature within 30 feet of it must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 52 (15d6) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The explosion ignites flammable objects in that area that aren't being worn or carried.
Siege Monster. The clockwork fiend deals double damage to objects and structures.
Whirring. While moving, the clockwork fiend has disadvantage on Dexterity (Stealth) checks.
Innate Spellcasting. The clockwork fiend's spellcasting ability is Charisma (spell save DC 16). The clockwork fiend can cast the following spells, requiring no material components:
At will: feather fall, mage hand
Multiattack. The golem makes four melee attacks.
Blade. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 8) slashing damage.
Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 8) bludgeoning damage.
Frenzy (1/Day). The clockwork fiend makes six blade attacks and two slam attacks against the same target and can take the Dash action as a bonus action.
Create Construct (1/Day). The clockwork fiend magically summons three fob-watch flyers, three clock sentinels or a clockwork golem, appearing within 5 feet of the clockwork fiend. If the clockwork golem is chosen, the clockwork fiend loses half of its hit points (round up). This creation lasts until destroyed and obeys every command given to it by the clockwork fiend.
Ultimate Sacrifice. The clockwork fiend makes four attacks with its blades and one slam attack. It then explodes as described above. However, the clockwork fiend survives in the form of a cog (use the fob-watch flyer statistics) which will form into a clockwork fiend after 6 months.
The clockwork fiend can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The clockwork fiend regains spent legendary actions at the start of its turn.
Slam. The clockwork fiend makes one slam attack.
The clockwork fiend's origins date to the late yuan-ti empires. Continually frustrated with the apparent weaknesses of their clockwork golems, yuan-ti spellcasters improved the method of creation for the clockwork golem. The material component for the magic was a slain greater devil, which the clockwork golem slays after animation. The result is the horrifying clockwork fiend.
Four Armed Brute. The clockwork fiend is much larger than the golem and has four arms with spinning blades at the end instead of two. However, it is no longer hampered by doors as it can now open them magically. the carnage that a clockwork fiend unleashes in a slick frenzy is now much more explosive than that of the golem.
Stalwart Guardian. The clockwork fiend creates its minions as support and its guards. It uses the clock sentinels to warn it of intruders whilst using the fob-watch flyers as the first line of defence. The clockwork fiend protect it and kill its enemies. It is reserved in its attack, until it looks like its minions cannot deal with the threat, whereupon it goes into a frenzy and fights relentlessly itself. It cannot be ordered to keep intruders alive
Preference for Evil Masters. This clockwork fiend is bound to its master until death and upon this event it passes its control to an appointed successor or (if the master has not appointed one) the next humanoid it comes across. However, if the clockwork fiend has been charged with guarding a location, its ownership will not move open its master's death and will instead continue to guard this location for as long as it survives. It cannot be owned by chaotic evil creatures and will attack them on sight. If its master tries to pass ownership to a chaotic evil creature, it will kill the master and look for a master it considers suitable (typically a strong lawful evil creature of a strong construct).
Ultimate Sacrifice If a battle goes against the clockwork fiend, it will attack with powerful strength and explode. However, what is left is a cog that flies to a hiding place where it regains its strength after six months. Its masters will typically locate it and give it protection as it regains its former power, due to the rarity and extreme power of clockwork fiends.
Survival After Death. When the clockwork fiend is finally defeated, it forms in the Nine Hells. It then obeys the Archduke of Nessus. Asmodeus has a like for these fiends as they have no ambition and so uses them as a police force for keeping devils in check. The only difference between the clockwork fiend in the Nine Hells and its former self is that it now has a type of fiend and has truesight to a distance of 120 feet. It can only be truly killed in the Nine Hells when it has a type of fiend.
Constructed Nature. A clockwork fiend doesn't require air, food, drink, or sleep.
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