Magic Resistance. The clockwork assassin has advantage on saving throws against spells and other magical effects.
Magical Weapons. The clockwork assassin's weapon attacks are magical.
Disintegration. If the clockwork assassin dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Fancy Footwork. The clockwork assassin can land strikes and then slip away without reprisal. If it makes a melee attack against a creature, that creature can't make opportunity attacks against the assassin for the rest of its turn.
Multiattack. The clockwork assassin makes five short sword attacks.
Short sword attack. Melee Weapon Attack: +6 to hit, reach 5 ft., five targets. Hit: 7 (1d6 + 4) slashing damage.
Paralysis Gas (Recharge 5-6). The clockwork assassin exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minutes. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Parry. The clockwork assassin adds 2 to its AC against one melee attacks that would hit it. To do so, the clockwork assassin must see the attacker and be wielding a melee weapon.
Comments