Clockwork Conductor
Small Construct, lawful neutral
Armor Class 13 (natural armor)
Hit Points 28 (8d6)
Speed walk +30
Challenge 1/2
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