Clockwork Myrmidon

Large construct, Unaligned

Armor Class

16 (natural armor)

Hit Points

153 (18d10+54)

Speed

walk 30 ft.

Saves

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.

Languages

understands Common

Challenge

6

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.