Clockwork Tactician
Medium Construct, lawful neutral
Armor Class 16 (natural armor)
Hit Points 150 (20d8+60)
Speed walk +30
Challenge 11
Skills perception +2
Damage Resistances nonmagic B/P/S attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 120', passive Perception 16
Languages Common + up to two languages of its creator
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.
Magic Weapons. Weapon attacks are magical.
Pack Tactics. Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target.
Actions
Multiattack. Four Multiweapon attacks.
Multiweapon. Melee Weapon Attack: +9 to hit, 5 ft., one target, 14 (2d8+5) bludgeoning damage piercing or slashing. The clockwork tactician chooses the damage type when it attacks.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit 100/400' one target 7 (1d10+2) piercing damage.
Bonus Actions
Battlefield Commands. Issues commands to up to 3 friendly creatures it can see within 60' of it. Each target has advantage on its next ability check or attack roll provided it can hear and understand tactician.
Press the Attack. If the clockwork tactician hits one target with two Multiweapon attacks or scores a critical hit with its multiweapon it can make one additional Multiweapon attack.
Reactions
Quick Study. When a creature hits tactician with attack tactician makes DC 13 Int check. Success: it chooses one of:Tactician has advantage on melee attack rolls vs. the attacker.Attacker has disadvantage on attack rolls vs. the tactician.Tactician has resistance to damage type of attack that hit it.Can have more than one benefit active at a time. They end when it attacks a different creature or uses Quick Study on another.
Source: Tome of Beasts 3 · OGL/Open