Antimagic Susceptibility. The hand is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the hand must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Swarm Ferocity. If a creature is attacked by three or more different Clockwork Hands within one round, OR recieves 8 total damage from various Clockwork Hands, the creature must succeed on a Wisdom saving throw against 12 DC, or be frightened of all Clockwork Hands until the end of the following turn. The creature rolls with disadvantage if it is Medium or smaller and in a space where it lacks the space to stand up to its full height.
Punch. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 5 (1d4) bludgeoning damage. The hand launches itself at its target.
Mechanical Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d4 + 1) piercing damage. The hand attempts to bite its target by pinching it in the hand's gear mechanisms.
Description
The creepy scuttling hand of a Clockwork Factory Golem
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