Clockwork Conductor

Small Construct, lawful neutral

Armor Class 13 (natural armor)

Hit Points 28 (8d6)

Speed walk +30

Challenge 1/2

STR
7
-2
DEX
12
+1
CON
10
+0
INT
9
-1
WIS
12
+1
CHA
16
+3

Skills perception +1

Damage Immunities lightning, poison, psychic, thunder

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60', passive Perception 13

Languages understands the languages of its creator but can't speak

Special Abilities

Construct Nature. Doesn't require air food drink or sleep.

Immutable Form. Immune: form-altering spells/effects.

Magic Resistance. Advantage: spell/magic effect saves.

Metronomic Aura. When a friendly creature within 20' of conductor makes an attack or Cha (Performance) check creature can treat d20 roll as a 10 instead of die's actual roll.

Actions

Conductive Baton. Melee Weapon Attack: +3 to hit, 5 ft., one target, 3 (1d4+1) bludgeoning damage + 4 (1d8) lightning and target can't take reactions until start of its next turn.

Overclocked Finale (Recharge: Short/Long Rest). Makes a grand sacrifice spurring its allies on in a final masterstroke. Each friendly creature within 30' of conductor that can see it gains a +5 bonus to attack rolls damage rolls and ability checks until the end of the conductor's next turn. Roll a d6. On a 1 to 4 conductor can't use Concerted Effort until it finishes a short rest. On a 5 or 6 it can't use Concerted Effort and its Metronomic Aura becomes inactive until it finishes a short rest.

Bonus Actions

Concerted Effort. Inspires itself or one friendly creature it can see within 30' of it until start of conductor's next turn. When target makes an attack roll or a Con save to maintain concentration on a spell target can roll d4 and add result to attack or save.

Source: Tome of Beasts 3 · OGL/Open