Tiny Construct, Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 12 (5d4)
Speed 25 ft., The Clockwork Hand moves with a combination of a central gear spinning like a wheel and the fingers moving like insectoid legs. , Climb 25 ft.
STR
12 (+1)
DEX
15 (+2)
CON
11 (+0)
INT
1 (-5)
WIS
5 (-3)
CHA
1 (-5)
Saving Throws DEX +4
Damage Immunities Poison, Psychic
Senses Tremorsense 60 ft. Can detect non-stealth footsteps. Completely blind otherwise. Therefore blind while flying or falling., Passive Perception 7
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

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.

 

Actions

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

Monster Tags: construct

Count_Moriarty

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