Clayman (5e Creature)

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Clayman[edit]

Medium construct, unaligned


Armor Class 14 (natural armor)
Hit Points 76 (9d8 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 18 (+4) 6 (-2) 9 (-1) 5 (-3)

Saving Throws Str +6, Con +6
Skills Athletics +6
Proficiency Bonus +2
Damage Resistances lightning
Condition Immunities paralyzed, poisoned
Senses passive Perception 9
Languages understands the languages of its creator but can't speak
Challenge 3 (700 XP)


Charge. If the clayman moves at least 10 feet straight toward a creature and then hits it with a melee attack on the same turn, the attack deals an additional 4 (2d4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Lightning Animation. If the clayman is reduced to 0 hit points and is subjected to lightning damage, it rolls a d4. On a 4, it is revived with 1 hit point, otherwise, it is stable but unconscious. In addition, if the clayman takes at least 9 lightning damage from a single effect, it gains the effects of the haste spell until the end of its next turn.

Powerful Build. The clayman counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Weak to Sleep. The clayman has disadvantage on saving throws against effects that would put it to sleep. In addition, the clayman counts as having half its current hit points (rounded down) when affected by a sleep spell.

ACTIONS

Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) bludgeoning damage.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 4) bludgeoning damage. Hit or Miss: The clayman falls prone.


Claymen are an artificial species. Servants made of clay to do as instructed by the Pigmask Army, they appear to have a humanoid shape, with a large, rectangular body and large, 3-fingered hands. Their legs are considerably small for their size, making them generally slow creatures, and they have a pink antennae-like bulb on the top of their heads, which presumably acts as the controlled component of the Clayman.

Powered by Lightning. Claymen come to life via being zapped with electricity. This would normally be illogical, due to clay being a non-conductive material, but the mysterious bulb could possibly be a highly conductive wire that courses throughout the Clayman. When an active Clayman is zapped once again, it will be re-energized, capable of running at incredible speeds. They appear to make strange moans to attempt to communicate with others. Claymen are docile in nature, and will only attack if it is either malfunctioning or otherwise commanded to.

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