Self Destruct. If the Clockwork Pigeon feels threatened and unable to escape it will self destruct. It will attach itself to the nearest enemy. The target must make a DC 14 Dexterity saving throw to prevent the Clockwork Pidgeon from attaching itself.
On it's next turn the Clockwork Pigeon will explode as it's tiny magical battery explodes sending shrapnel filling a 10 ft radius sphere. Each creature in the sphere must take a DC 14 Dexterity saving throw. A target takes 4d6 fire damage on a failed save, half as much on a successful one.
Multiattack: The clockwork pigeon makes two attacks, one with it's beat and one with it's claws.
Beak: Melee Weapon Attack +3 to hit, hit 1d4+1 damage
Claws: Melee Weapon Attack +3 to hit, 1d4+1 damage
Enter the description for how bonus actions work for your monster here.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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