Shocking grip. Three times per day, a Clockwork Horror horror can generate a shock grab effect, allowing it to deal 5d6 extra lightning damage with the first succesfull melee attack per turn.
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.
Spring Attack. During the Clockwork'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 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.
Standing Leap. The Gold Clockwork's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Multiattack. The Clockwork makes two attacks with Razor saw.
Razor saw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d10+6) slashing damage.
Web (Recharge 5-6). Ranged Weapon Attack: +9 to hit, range 25/100 ft., one Medium or smaller creature. Hit: The creature is Restrained by webbing. As an action, the Restrained creature can make a DC 13 Strength check, escaping from the webbing on a success. The Effect also ends if the webbing is destroyed. The webbing has AC 12, 7 Hit Points, immunity to bludgeoning, poison, and psychic damage.
Lightning Bolt (Recharge 4-5-6). The monster can generate a lightning bolt 5 feet wide and 40 feet long that deals 6d6 lighting damage. A successful Dex save (DC 13) halves the damage.
Description
Clockwork horrors are intelligent, arachnidlike constructs that live as a hierarchical collective. They exist solely to strip entire worlds of worked and raw metals, which they use to produce more horrors. These activities take clockwork horrors into areas where metal can be found, from underground mines to civilized areas where processed metal is often readily available.
Comments