Armor Class
17
Natural armor
Hit Points
17
(2d10 + 6)
Speed
40 ft.
STR
10
(+0)
DEX
13
(+1)
CON
16
(+3)
INT
4
(-3)
WIS
12
(+1)
CHA
4
(-3)
Skills
Perception +3
Damage Resistances
Necrotic
Damage Immunities
Lightning, Poison
Condition Immunities
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses
Darkvision 60 ft., Passive Perception 13
Languages
--
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Shocking grip. Once per day, a copper horror can generate a shock grab effect, allowing it to deal 2d6 extra lightning damage with a successful melee attack.
Linked Mind. All clockwork horrors within 10 miles of a gold, platinum, or adamantine horror are in constant communication. If one is aware of a particular danger, they all are. If one in a particular group is not flat-footed, none of them are.
Spell Vulnerability. A clockwork horror is susceptible to the shatter spell, which blinds it for 1d4+1 rounds.
Miner. The Clockwork Horror deals double damage to objects and structures.
Actions
Razor saw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6) slashing damage.
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