Shocking grip. Twice per day, a Electrum horror can generate a shock grab effect, allowing it to deal 4d6 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.
Precise Shot. When making a ranged attack while the Horror is within 5 feet of a hostile creature, the Clockwork Horror doesn't have disadvantage on the attack roll.
Spring Attack. During the Electrum's turn, if he makes a melee attack against a creature, that creature can't make opportunity attacks against him for the rest of his turn.
Spider Climb. The Clockwork Electrum can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Miner. The Clockwork Horror deals double damage to objects and structures.
Multiattack. The Clockwork makes two attacks: one with Razor saw and one with Pressure Dart.
Razor saw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8+3) slashing damage.
Pressure Dart. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 8 (2d4+3) piercing damage.
Web (Recharge 6). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one Medium or smaller creature. Hit: The creature is Restrained by webbing. As an action, the Restrained creature can make a DC 12 Strength check, escaping from the webbing on a success. The Effect also ends if the webbing is destroyed. The webbing has AC 11, 6 Hit Points, immunity to bludgeoning, poison, and psychic damage.
Description
Clockwork horrors attack their foes with calculated, merciless precision. Lesser horrors unswervingly follow the orders of their superiors, fighting to the death if so commanded. In battle, clockwork horrors swarm around foes and whittle away at them while calling for reinforcements. A clockwork horror's weaponry is a part of its being, so it cannot be disarmed. When it dies, the gem in its brow disintegrates, and its body fuses into a mass of melted metal.
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