b'Clockwork Tactician \n'b'  Family:   Clockwork  \n'b'  Medium   construct ,  lawful neutral  \n'b'  Armor Class  16 (natural armor)  Hit Points  150 (20d8 + 60)  Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  14 (+2)  CON:  17 (+3)  INT:  20 (+5)  WIS:  15 (+2)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +6  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison, psychic  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  unconscious   Senses   darkvision  120 ft., passive  Perception  16  Languages  Common plus up to two languages of its creator  Challenge  11 (7,200 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Construct Nature . The clockwork tactician doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Immutable Form . The clockwork tactician is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . The clockwork tactician has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The tactician\xe2\x80\x99s weapon attacks are magical. \n'b'  Pack Tactics . This clockwork tactician has advantage on  attack  rolls against a creature if at least one of this tactician\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t  incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The clockwork tactician makes four Multiweapon attacks. \n'b'  Multiweapon .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) bludgeoning, piercing, or slashing damage. The clockwork tactician chooses the damage type when it attacks. \n'b'  Heavy Crossbow .  Ranged Weapon Attack : +6 to hit, range 100/400 ft., one target.  Hit : 7 (1d10 + 2) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Battlefield Commands . The clockwork tactician issues commands to up to three friendly creatures it can see within 60 feet of it. Each target has advantage on its next ability check or  attack  roll, provided it can hear and understand the tactician. \n'b'  Press the Attack . If the clockwork tactician hits one target with two Multiweapon attacks or scores a critical hit with its multi-weapon, it can make one additional Multiweapon  attack . \n'b'\n'b' REACTIONS \n'b'\n'b'  Quick Study . When a creature hits the clockwork tactician with an  attack , the tactician makes a DC 13  Intelligence  check. On a success, it chooses one of the following benefits:\n'b'\n'b'\n'b' The tactician has advantage on  melee attack  rolls against the attacker. \n'b' The attacker has disadvantage on  attack  rolls against the tactician. \n'b' The tactician has  resistance  to the type of damage from the  attack  that hit it. The tactician can have more than one benefit active at a time. The benefits end when the tactician attacks a different creature or uses Quick Study on a different creature. \n'b'\n'b' ABOUT \n'b' A gleaming silver humanoid, fashioned to appear attired in military garb, deftly twirls a silver weapon that combines features from a hammer, a pick, and a sword. \n'b'  Battlefield Smarts . Clockwork tacticians are savants in combat but can\xe2\x80\x99t engage in conversational topics outside tactics and strategy. They work well as lieutenants in active combat, for they can assess current conditions and issue advantageous orders to those in their command. Likewise, they serve as capable advisors to commanders preplanning war strategy. Clockwork tacticians given suitable intelligence about troops, terrain, and other variables quickly determine winning maneuvers. \n'b'  Principled Fighters . The constructs desire to serve on the battlefield and engineer their plans to include their contributions. They don\xe2\x80\x99t engage in wanton slaughter and readily accept any opponents\xe2\x80\x99 offers of surrender. However, clockwork tacticians only allow an opponent to fool them once with a false surrender. \n'b'  Unwieldy Weapon . A clockwork tactician battles with a weapon uniquely suited to it, allowing it to land the most devastating attack based on its evaluation of its enemy. In the hands of a creature other than the tactician, the weapon is treated as a two-handed martial weapon, and its damage type can be changed as a bonus action.'