Allied Construct. Any damage that the Clockwork Coil does to a clockwork machination infuses it with electricity instead. Any creature affected in this way adds an additional 2d6 of lightning damage to their next attack.
Stationary Construct. As this creature cannot move, it automatically fails dexterity and strength saving throws.
Constructed Mind. This creature automatically succeeds Wisdom, Intelligence, and Charisma saving throws.
Tesla Burst. Ranged Weapon Attack: +7 to hit, reach 45ft, multiple targets. Hit: 14 (3d6+3) lightning damage. This blast is done in a random direction and must roll a d8 to determine the direction. If a creature that is wearing metal is within range, it goes to the closest and the burst instead goes to that target and has advantage to hit. If multiple creatures wearing metal are equidistant from the Coil, then all of them are hit.
Lightning Rod (Recharge 5-6). Ranged Weapon Attack: +7 to hit, reach 45 ft., multiple targets. Hit: 10 (2d6 + 3) lightning damage. This blast targets the closest creature in range that has a metal weapon and blasts a surge of electricity through it. The creature must make a Constitution saving throw (DC 14) or be stunned until the end of your next turn.
Electrifying Shield (Recharge 6). The Clockwork Coil whirs up and makes an electrical barrier 10ft around it in all directions. This barrier requires a Strength saving throw to get into, and a Constitution saving throw to get out of, both DCs being 15, and both requiring an action. This shield has 25 hp, an AC of 18 and the inside of it counts as difficult terrain. Until the shield is destroyed, it cannot attempt to recharge it. Any creature that either starts its turn in the barrier, or enters it for the first time in their turn must make a DC 14 Constitution saving throw, or take 3d8 lightning damage, taking half on a success.
Pinpoint Accuracy. Whenever a creature within the Coil's Electrifying Shield attacks it with a melee attack, it can make a Tesla Burst attack at it with advantage
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