b'Clockwork, Megapede \n'b'  Family:   Clockwork  \n'b'  Gargantuan   construct  (bronze, clockwork),  unaligned  \n'b'  Armor Class  17 (natural armor)  Hit Points  135 (10d20 + 30)  Speed  30 ft.\n'b' STATS STR: 19 (+4) DEX:  15 (+2)  CON:  16 (+3)  INT:  1 (-5)  WIS:  10 (+0)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Vulnerabilities  piercing  Damage Immunities  poison, psychic  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  prone   Senses   darkvision  120 ft., passive  Perception  10  Languages  \xe2\x80\x93  Proficiency Bonus  +4  Challenge  10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Clockwork Engine . When the construct dies, it inflicts 70 (20d6) slashing damage in a 20 ft. radius. Creatures in the radius can make a DC 14  Dexterity  saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table. Smaller variants inflict 35 (10d6) in a 15 ft. radius for Huge, 20 (6d6) in a 10 ft. radius for Large, and 10 (3d6) in a 5 ft. radius for Medium or smaller. \n'b'  Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Overrun . The megapede moves up to 30 feet in a straight line and can move through the space of any creature smaller than Large. The first time it enters a creature\xe2\x80\x99s space during this move, it makes a ram  attack  against that creature. If the  attack  hits, the target must also succeed on a DC 16  Strength  saving throw or be pushed ahead of the megapede for the rest of this move. If a creature fails the save by 5 or more, it is also knocked  prone  and takes 15 (2d10 + 4) bludgeoning damage, or 26 (4d10 + 4) bludgeoning damage if it was already  prone . \n'b'  Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b'  Siege Monster . The megapede deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b'  Ram .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 15 (2d10 + 4) bludgeoning damage. \n'b'  Bite .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 9 (1d10 + 4) piercing damage \n'b'\n'b' REACTIONS \n'b'\n'b'  Split . When a megapede that is Large or larger is subjected to piercing damage, it splits into two new megapedes if it has at least 10  hit points . Each new megapede has  hit points  equal to half the original megapede\xe2\x80\x99s, rounded down. New megapedes are one  size  smaller than the original megapede. Each new megapede\xe2\x80\x99s speed increases by 10 feet and gains the Aggressive trait. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Aggressive (Smaller Megapedes Only) . As a bonus action, the megapede can move up to its speed toward a hostile creature it can see. \n'b'\n'b' ABOUT \n'b' This enormous, chitinous construct trundles along on multitudinous legs that are actually wheels. \n'b' Megapedes are juggernauts of constructs, capable of overrunning virtually every defense. Their one saving grace is that they can be split by firing at their joints with projectiles, which are made to separate under duress. Each megapede segment has its own head, and is thus capable of acting on its own. \n'b'  Megapedes aren\xe2\x80\x99t subtle . They charge forward relentlessly, destroying everything in their path and only changing course when confronted by an obstacle.'