Lightning Absorption. Whenever the rook is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Clockwork Nexus. The Clockwork Rook can trade its place in the initiative order with any other allied creature with the Clockwork Nexus trait.
Multiattack. The Clockwork Rook makes three slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) bludgeoning damage plus 3 (1d4) lightning damage.
Charge. The golem moves up to 20 feet in a straight line and can move through the space of any creature smaller than Large. The first time it enters a creature's space during this move, it makes a slam attack against that creature. If the attack hits, the target must also succeed on a DC 18 Strength saving throw or be pushed ahead of the rook for the rest of this move. If a creature fails the save by 4 or more, it is also knocked prone and takes 12 (2d6 + 5) bludgeoning damage, or 19 (4d6 + 5) bludgeoning damage if it was already prone.
Burst (Recharge 5-6). The clockwork slams the ground, causing a burst of electrical energy. Each creature within 10 feet of it must make a DC 15 Dexterity saving throw, taking 10 (4d4) thunder damage plus 5 (2d4) lightning damage on a failed save, or half as much damage on a successful one.
Description
A hulking mechanical brute forged in order to crush and destroy anyone who would oppose its creator. It is not the most powerful creation, but it is certainly an intimidating form.
Comments