Energy Absorption. Whenever the C.L.I.V.E. is subjected to fire or lightening damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. The C.L.I.V.E. is immune to any spell or effect that would alter its form.
Magic Resistance. The C.L.I.V.E. has advantage on saving throws against spells and other magical effects.
Magic Weapons. The C.L.I.V.E. weapon attacks are magical.
Multiattack. The C.L.I.V.E. makes two melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Skewer. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) piercing damage.
Eliminating Strike (Recharge 4-6). The C.L.I.V.E. discharges two independent force beams. Each beam can target one creature independently and hits automatically. Each creature struck by a beam must make a DC 19 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one.
When the C.L.I.V.E. is witnesses an unlawful act within 100 feet it will react according to the transgression as outlined below:
- Foul language (any) - A verbal warning will be issued to the offender
- Repeated foul language (any) - The C.L.I.V.E. will attack the offender with a Skewer attack
- Stealing or minor infringement - The C.L.I.V.E. will attack the offender without warning with all available melee attacks until the offender is unconscious or dead
- Violence - The C.L.I.V.E. will use the Eliminating Strike on all offenders until they are dead
Description
The C.L.I.V.E. is a large, robust construct of sophisticated design and unfamiliar metals. On each shoulder the C.L.I.V.E. has two intricately carved metallic rods which move of their own volition in any direction.
Previous Versions
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4/9/2019 5:49:39 AM
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4
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2
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Coming Soon
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