Small Construct, Lawful Evil
Armor Class 23 Natural armor
Hit Points 168 (16d10 + 80)
Speed 60 ft., Climb 60 ft.
STR
26 (+8)
DEX
19 (+4)
CON
20 (+5)
INT
17 (+3)
WIS
24 (+7)
CHA
21 (+5)
Saving Throws DEX +8, WIS +11
Skills Athletics +12, Perception +11
Damage Resistances Fire
Damage Immunities Lightning, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft., Passive Perception 21
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Shocking grip. Three times per combat, a Clockwork Horror horror can generate a shock grab effect, allowing it to deal 7d8 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.

Adamantine Weapons. Adamantine weapon attacks are magical.

Pack Tactics. The Clockwork has advantage on an attack roll against a creature if at least one of the Clockwork's allies is within 5 feet of the creature and the ally isn't incapacitated.

Spellcasting. The Adamantine is an 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, + 7 to hit with spell attacks).
• At will: —Disintegrate, Chain Lightning, Blade Barrier.

Actions

Multiattack. The Clockwork makes three attacks with Razor saw.

Razor saw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (2d10+8) slashing damage.

Web (Recharge 3-4-5-6). Ranged Weapon Attack: +12 to hit, range 80/320 ft., one Huge or smaller creature. Hit: The creature is Restrained by webbing. As an action, the Restrained creature can make a DC 15 Strength check, escaping from the webbing on a success. The Effect also ends if the webbing is destroyed. The webbing has AC 14, 8 Hit Points, immunity to bludgeoning, poison, psychic and lighting damage.

Description

The horrors’ searches are methodical and efficient, resulting in the destruction of nearly everything in their path. An army of horrors can devastate an entire nation in a matter of weeks. A clockwork horror appears as a four-legged, mechanical arachnid with a body about 2 feet in diameter. It is made of a base metal (such as iron) overlaid with a thin patina of precious or semiprecious metal. A large gem is embedded in the creature’s brow. A single razor saw is situated near the front of its head where a mouth would normally be located. The more powerful clockwork horrors are more fantastically designed and decorated than the lesser ones. Servant clockwork horrors with overlays of less precious metals are known to exist, but these serve the hierarchy primarily as laborers. Clockwork horrors communicate in their own language of mechanical sounds. The linked mind that they share allows for instant communication among individual horrors within 10 miles of each other. Logic indicates that since the horrors are mechanical beings, someone or something must have created them. What happened to that being is unknown. Some sages theorize that the adamantine horror rebelled against and slew its creator, then devised the other types of clockwork horrors to serve as its armies.

Habitat: Underdark

Danzal

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