Burrow-leap. When startled or threatened, a Coppertick may burrow into whatever surface is below it, creating a tunnel toward the threat. The closest player within a 30 feet radius must succeed on a DC 15 Dexterity Saving Throw, or take 1d8 acid damage or half as much on a success.
Acid Splash.
- Casting Time: 1 action
- Range: 60 feet
- Target: One creature within range or two creatures within range that are within 5 feet of each other
- Components: V S
- Duration: Instantaneous
- The Copppertick sprays acid at the nearest player within range, or two players within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
Conglobation. If threatened and unable to burrow, or if threatened by a creature out of its range, a Coppertick may roll into a tight ball, its plated metal back protecting any fragile mechanics. Rolling 1d4 determines how many rounds Conglobation lasts. This action takes 20 seconds. Every six seconds, the Coppertick's armor class raises by 1d4. If the coppertick takes 7 points of damage before the 20 seconds is up, it will give up and return to normal. If it succeeds, it will have an armor class of 23 and will regain 1d4 of HP every round.
Bite. Melee Attack: +3 to hit, reach 5 ft., 1 target. Hit: 3 (1d4 + 2) piercing damage.
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.
Description
A small, 6-legged creature with a small head, armed with ferocious mandibles and a deadly spray of acid. It's body is ill-proportioned and bulbous, plated copper concealing a faint internal burning. The creature gets its name nor only for its copper construction, but for the constant clockwork ticking that is often the only sound it makes. It also has a habit of chewing through other things made of copper, dissolving any non-organic material into fuel to keep its motor running. They have been known to pray on others of their own kind.
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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