Trampling Charge. If the clockwork triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the clockwork triceratops can make one stomp attack against it as a bonus action.
Shutdown. If targeted by dispel magic, the clockwork triceratops must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any damage.
Unusual Nature. The clockwork triceratops doesn’t require air, food, drink, or sleep.
Pilot. The clockwork triceratops requires a Medium humanoid to pilot it. While inside the clockwork triceratops, the pilot uses vehicle’s speed and action options and can’t take reactions or use bonus actions, and the pilot has total cover. If the clockwork triceratops drops to 0 hit points, the pilot is ejected from it and lands prone in an unoccupied space within 5 feet of the vehicle.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
Lightning Jolt. Ranged Spell Attack: +3 to hit, range 120 ft., one target. Hit: 5 (1d10) lightning damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
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