Clockwork Heart When the clockwork exterminator is reduced to 0 hitpoints, it can make a DC 19 Constitution saving throw regaining 1 hitpoint on a success. For each success, the DC increases by 5. The DC resets after a short or long rest.
Construct Nature The clockwork exterminator does not need to eat, breathe, or sleep
False Appearance While motionless, the clockwork exterminator is indistinguishable from a statue
Relentless Hunter When the clockwork exterminator damages a creature, it knows the direction of that creature and its distance from it as long as they are on the same plane of existence for the next 24 hours
Immutable Form The clockwork exterminator is immune to any effects or magic that would alter its form
Incapacitation Ray The clockwork exterminator emits a ray of energy that causes the limbs of living creatures to fail. At the start of its turn, creatures in a 30 ft cone must succeed a DC 14 Constitution saving throw or become paralyzed until the end of its next turn. The clockwork exterminator can determine where the cone faces and whether it is active. This ray has no effect on Constructs, Elementals, or Undead
Internal Clock The clockwork exterminator has advantage on initiative checks
Spider Climb The clockwork exterminator can climb difficult surfaces without needing to make an ability check
Exposed Eye (HP 20: AC 23) Upon destroying its Eye, the clockwork exterminator is considered blinded and cannot use its Incapacitation Ray or its Scan ability
Multiattack. The clockwork exterminator can make four attacks with its forelegs
Foreleg Melee Weapon Attack, +7 to hit, reach 10ft, one target Hit: 14 (2d10+3) slashing damage
Extermination Ray One creature within 120ft of the clockwork exterminator must succeed a DC 17 Dexterity saving throw. On a failed saving throw, the target takes 44 (8d10) force damage and half as much on a successful saving throw.
If this attack reduced a creature to 0 hitpoints, it is instantly killed and turned to ash
Aggressive The clockwork exterminator can use its bonus action to move up to its movement speed towards a creature it can see within range
Scan The clockwork exterminator can pinpoint the location of any creature within 120ft of it
Killing Spree When the clockwork exterminator reduced a creature to 0 hitpoints, it can move up to half its movement speed and make an additional attack against a creature it can see in range.
Description
One of the most dangerous of all clockworks is the exterminator. These machines were created for the sole purpose of killing with no mercy. In fact, these creatures were programmed to kill leaving no trace of their victim, even from conventional means of resurrection. To make matters worse,these clockworks rarely hunt alone and typically travel in packs of 4(1d4+1) to ensure the destruction of their prey.
Thanks to their advanced sensors, the clockwork exterminator is able to track its quarry from the slightest wounded as long as they remain on the same plane of existence. Once their quarry has been found, the only way to stop them from pursuing their prey is to destroy them, or to override their directive.
These clockworks possess an ominous eye that emits afield of magic that causes creatures within range to instantly seize up, leaving them helpless to its jagged claws. This eye also serves as a focus for concentrated beams of energy that it can use to completely annihilate its quarry.
This creature was taken WITH PERMISSION from reddit user SonixverseLabs' book Expanded Clockworks.
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