Immutable Form. The clockwork church is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork church has advantage on saving throws against spells and other magical effects.
Magic Weapons. The clockwork church's weapon attacks are magical.
Death Burst. When the clockwork church dies, it explodes. Each creature within 40 feet of it must make a DC 18 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.
Radiant absorption. Whenever the church is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.
Siege Monster. The church deals double damage to objects and structures.
Indomitable (3/Day). The church can reroll a saving throw it fails. It must use the new roll.
Multiattack. The clockwork church makes three attacks: two with its fists and one Pew pew! attack. It can replace any of the Fist attacks with a Pew pew! attack, and vice versa.
Fists. Melee weapon attack: +13 to hit, range 20 ft. one target. Hit: 30 (4d10+8) bludgeoning damage.
Pew pew! Ranged weapon attack: +13 to hit, range 240 ft. one target. Hit: 21 (3d8+8) bludgeoning damage.
Frenzy (Recharge 6). The clockwork church makes four fist attacks, two Pew pew! attacks then can move half its speed as a bonus action.
Create Army (2/Day). The clockwork church creates 1d6 animated armors, appearing within 5 feet of the golem and act upon their own turns, acting friendly to the golem and will attack whatever the golem last attacked.
Transform. The clockwork church transforms into a large religious structure. In this form, it automatically fails any DEX saving throws and is resistant to all damage, and cannot make melee attacks. In this form, its Create Army feature produces double the amount of animated armors rolled.
The clockwork church can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The clockwork church regains spent legendary actions at the start of its turn.
Detection. The clockwork church makes a perception check
Rocket propulsion. The clockwork church hovers double its movement speed, landing on the ground in an unoccupied space without provoking opportunity attacks
Seismic Smash (Costs 2 actions). The clockwork church slams its fists into the ground. And creatures within 30 feet of the clockwork must make a DC 17 DEX saving throw. On a failed save, the creature is knocked prone and takes 10(3d6) bludgeoning damage, or half as much on a successful save and isn't knocked prone.
Description
A hulking clockwork building, with a gigantic holy symbol protruding from its head.
Previous Versions
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5/21/2019 1:12:38 PM
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Coming Soon
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