Clockwork form. The Clockwork Owl's non-organic form relieves it from certain psychic and physical effects. The Owl cannot be frightened, charmed, poisoned or exhausted. Additionally, the Owl cannot be forced to change its form (such as with a polymorph spell).
Jagged edges. The sharp edges of the Owl make physical attacks carry a penalty. If a player attacks the Clockwork Owl with a melee attack, they suffer 1d8 slashing damage as the edges of the owl tear into their attacking appendage.
Multiattack. The Clockwork Owl makes two claw attacks. If both hit, the target is grappled, and the Owl can make a bite attack as a free action.
Claw Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 9 (2d8 + 1) slashing damage.
Bite Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 25 (3d10 + 5) piercing damage.
Cogwheel Attack. The Owl intentionally overrides a nonessential section of cogs, resulting in a cone 15ft. wide, 20ft long of cog projectiles. Each creature within the cone must make a DC17 Dexterity saving throw and on a failure, suffer 7d8 piercing damage, or half as much on a success. The Owl suffers 1/3 of the damage rolled. 5-6 to recharge.
Piercing Gaze. The owl looks at a creature it can see within 60ft. of it. The target creature must make a DC15 Wisdom saving throw, and take 1d4+2 psychic damage and become frightened, spending their next turn moving their full movement speed away from the owl on a failed save.
Legendary Resistance (3 times a day). If the Clockwork Owl fails a saving throw, it can instead choose to succeed.
Nimble escape (Costs 2 Actions). The Owl uses the disengage action and can move up to its movement speed.
Description
Standing 15ft. tall with a body of whirring cogs and mismatched plates of brass, the clockwork owl follows the general physiology of a scaled up barn owl. When extended, its wingspan is up to 60ft. Its eyes burn a dull yellow-orange, and its exterior is covered in constantly moving and whirring machinery.
Lair and Lair Actions
The Clockwork Owl resides in large stone halls, with plenty of vertical movement space and few obstacles to flying with its impressive wingspan.
Lair Actions
On initiative count 20 (losing initiative ties), the Clockwork owl takes a lair action to cause one of the following effects; the Clockwork owl can’t use the same effect two rounds in a row:
- 6 smaller clockwork owls, about 1.5ft. in height swoop down from the ceiling, each attacking one target. The target must make a DC15 Dexterity saving throw, or take 1d8 piercing damage. The owls return to perch on the rooftop, and can be attacked with a ranged attack (AC15, 10HP).
- Steam pours from vents in the wall, lowering visibility. The first three attacks made against the clockwork owl have disadvantage.
Previous Versions
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1/9/2021 2:10:46 PM
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1/10/2021 8:56:35 AM
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