Magic Resistance. The clockwork archer has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork archer doesn’t require air, food, drink, or sleep.
Multiattack. The clockwork archer makes two Lightning Arroqw attacks or one Explosive Arrow attack.
Lightning Arrow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d8 + 5) piercing damage + 9 (2d8) electrical damage.
Explosive Arrow(Recharge 5–6). The clockwork archer launches an explosive charge at a point within 120 feet. Each creature in a 30-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
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