Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn't require air, food, drink, or sleep.
Ancient & Slow. The clockwork has been dormant for centuries, and the earth grew on the ancient guardian during its years of being dormant. Many vines have grown through the many gears that make the giant move. At every start of its turn the clockwork must succeed on a constitution saving throw for a DC of 10 or skip its turn.
Launch Fist. Ranged Weapon Attack +4 to hit, reach 60/120ft, one target. Hit: (1d12+2) bludgeoning damage. Can only do 2 times during a combat encounter.
Stomp. Melee Weapon Attack: +4 to hit, reach 5 ft., multiple targets. Hit: (1d8+2) force damage, and if the target is a small or medium, they get thrown back 15ft falling prone if failing a DC 15 dexterity saving throw
Crush. Melee Weapon Attack +4 to hit, reach 5ft. one target. Hit: (2d6+2) bludgeoning damage
Description
An ancient construct that has probably been forgotten about for centuries. Once made by gnomes to guard its communities it lies dormant protecting these old forgotten places.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/23/2023 4:15:15 AM
|
7
|
2
|
A
|
Coming Soon
|
|
|
4/23/2023 4:18:57 AM
|
4
|
1
|
B
|
Coming Soon
|
|
|
4/23/2023 4:20:51 AM
|
5
|
1
|
C
|
Coming Soon
|
|
|
4/23/2023 5:05:10 AM
|
6
|
1
|
--
|
Coming Soon
|
Comments