Immutable Form. The Clockwork Pawn is immune to any spell or effect that would alter its form.
Lantern Eyes. Casts bright light in a 30-foot cone and dim light for an additional 30 feet.
Magic Resistance. The Clockwork Rook has advantage on saving throws against spells and other magical effects.
Unnatural Armor. Their thick metal surface gives them a starting AC of 14 + their Dexterity modifier.
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target must succeed a strength saving throw (DC 14) or be knocked prone.
Pin. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 4) bludgeoning damage. If a target is prone, the Clockwork can pin the target under one shield (escape DC 14). While pinning a target, the Clockwork Rook may use an attack to deal pin damage to the target.
Overdrive (2/Day)(Bonus Action). The Clockwork Rook's gears spin faster and increases its movement and reaction time for a single round. Movement increases by 20 ft and AC increases by 2.
Alarm. Upon being threatened, a Clockwork Rook can set off an alarm that will alert any Clockwork Creations within a 120 ft radius.
Description
Clockwork Rooks are gorilla like in shape. Rooks are fairly similar to each other and have a brass outward appearance. Their arms have large shields attached to them that provide a very large amount of cover. A alarm bell system is strapped to their back that can alert other clockwork creations of intruders.
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