Small Construct, Lawful Evil
Armor Class 21 Natural armor
Hit Points 126 (12d10 + 60)
Speed 50 ft., Climb 40 ft.
STR
24 (+7)
DEX
18 (+4)
CON
20 (+5)
INT
15 (+2)
WIS
20 (+5)
CHA
15 (+2)
Saving Throws DEX +7, WIS +8
Skills Athletics +10, Perception +8
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Lightning, Necrotic, Poison, Psychic
Senses Darkvision 60 ft., Passive Perception 18
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Shocking grip. Three times per combat, a Clockwork Horror horror can generate a shock grab effect, allowing it to deal 6d6 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 Clockwork's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Platinum Weapons. Platinum weapon attacks are magical.

Actions

Multiattack. The Clockwork makes three attacks with Razor saw.

Razor saw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (1d12+7) slashing damage.

Web (Recharge 4-5-6). Ranged Weapon Attack: +10 to hit, range 30/120 ft., one Medium or smaller creature. Hit: The creature is Restrained by webbing. As an action, the Restrained creature can make a DC 14 Strength check, escaping from the webbing on a success. The Effect also ends if the webbing is destroyed. The webbing has AC 13, 7 Hit Points, immunity to bludgeoning, poison, psychic damage resistance to lighting damage.

Lightning Bolt (Recharge 4-5-6). The monster can generate a lightning bolt 5 feet wide and 80 feet long that deals 12d6 lighting damage. A successful Dex save (DC 15) halves the damage.

Description

Clockwork horrors ignore nonmechanical creatures unless such beings pose a threat or obviously possess metal.

Habitat: Underdark

Danzal

Comments

Posts Quoted:
Reply
Clear All Quotes