Magic Resistance. Siluria has advantage on saving throws against spells and other magical effects.
Radiant Rebuke. Once bloodied (half hp) Siluria unlocks their radiant abilities.
Manifest Horns (2/Day). While unbloodied Siluria may engage the spikes along its arms and shoulders as a bonus action. This effect lasts for 1 minute, whenever Siluria moves within 5 ft of a creature that creature takes 1d8 piercing damage.
Multiattack. Clockwork Knight Siluria makes two weapon attacks.
Explosive Stomp. Clockwork Knight Siluria slams its boot down on the ground, blasting the earth in a cone of 30 ft. All creatures within that cone must make a DC 16 Strength Save or take 34 (7d8+6) Thunder damage and be knocked prone. On a successful save the creature takes half damage and is not knocked prone.
Siluria's Spear. Melee Weapon Attack: +7 to hit, range 10 ft., one target. Hit: 9 (1d8+5) piercing damage and 8 (1d6+4) radiant damage.
Siluria's Woe (Recharge 5-6). Clockwork Knight Siluria raises their spear as it begins to thrum and spin with bright light. Siluria launches it spiraling forward in a 40 ft line that is 10 ft wide. Each creature in that line must make a DC 18 Dexterity saving throw or take 25 (4d10+4) radiant damage. Halved on a successful save
Clockwork Knight Siluria can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Clockwork Knight Siluria regains spent legendary actions at the start of its turn.
Radiant Sky Sweep (Recharge 5-6). Clockwork Knight SIluria flies with its blade drawn in a 20 ft line that is 5 ft wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 12 (2d8+6) piercing damage plus 10 (1d12+4) radiant damage on a failed save, or half as much on a successful one.
Radiant Tail Attack (2 Charges). All creatures within 15 ft must make a DC 16 Dexterity saving throw or take 16 (3d8+4) bludgeoning damage. If Clockwork Knight Siluria was hit by three or more attacks this round prior to this action, the tail attacks again within a wider range of 30 ft at a DC 16 Dexterity saving throw for 20 (4d8+4) bludgeoning damage. On a success take no damage.
Radiant Impaling Swing. Crucible Knight Siluria summons horns upon its shoulder and arms. Swinging around toward a nearby creature within 5 ft. The target must make a DC 16 Dexterity Saving throw or be impaled by the swing. Taking 12 (1d12+6) piercing damage and becoming restrained by Siluria. At the start of each of the restrained creatures turns they may make an Athletics or Acrobatics check to attempt to free themselves.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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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