Magic Resistance. Ordovis has advantage on saving throws against spells and other magical effects.
Radiant Rebuke. Once bloodied (half hp) Siluria unlocks their radiant abilities.
Relentless Foe. As a bonus action Ordovis may give himself advantage on attacks until the start of their next turn. If he does so all attacks against him have advantage until the start of his next turn and any creature within 5ft of him has disadvantage on saving throws against his allies effects.
Multiattack. Clockwork Knight Ordovis makes two weapon attacks.
Goring Bash. Melee Weapon Attack: +7 to hit. range 5ft. one target. Hit: 11 (1d10+6) piercing damage plus 10 (1d8+6) piercing damage. The creature hit must make a DC 13 Strength saving throw. On a failure they are knocked prone.
Ordovis's Greatsword. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 12 (2d6+6) piercing damage and 8 (1d6+4) radiant damage.
Ordovis's Vortex(Recharge 5-6). Spinning its greatsword Clockwork Knight Ordovis draws in all creatures within 30 ft. Any creature caught within the radius must make a DC 16 Strength Saving throw or be pulled 10 ft toward Clockwork Knight Ordovis taking 10 (1d8+6) slashing damage. On a success nothing happens.
Any creature that is within or is moved with 15 ft of Clockwork Knight Ordovis must make a DC 17 Dexterity Saving throw or take 24 (4d10+4) Radiant damage and be stunned until the end of their next turn. Halved on a success.
Clockwork Knight Ordovis 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 Ordovis 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 Ordovis 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.
Reposition. Clockwork Knight Ordovis may move up to its movement speed.
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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