Evasion: If the Clockwork Serpent is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) Magical Piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) Fire damage on a failed save, or half as much damage on a successful one.
Constrict: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) Magical Slashing damage, and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Repair (3/Day): The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.
Channel Magic: The Clockwork Serpent delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
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