Clockwork Control.. Any item that the DM rules mechanical is not functioning.
Angel's Light. Any light related attacks from itself or party members will add +3 when you are rolling to hit.
Piercing Javelin. Piercing Javalin: 1D20+2 reach 10 ft., 1 target. Hit: (1d10+4) piercing damage.
Angel Beam. Angel Beam: 1D10+6 to hit, range 60 ft., 1 target. Hit: Stun for 1 turn (1d20+2) Radiant damage.
Lunging Punch. Lunging Punch: 2d8+1d3 reach 10 ft, 1 target. Hit: (5) Bludgeoning Damage.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Clockwork Angel is a fearsome construct with Golden plating two white feathered wings and two red beedy eyes. It makes a loud screech when angered and can disable all mechanical items.
Lair and Lair Actions
A toxic place inside the Clockwork Factory. Once the heart of the factory this dusty room has been reduced to a 30 ft by 30 ft metal cage rusted along the walls. The Clockwork Angel rests unactivated on the pedestal until activated.
Lair Actions
If rolls Nat20 on initiative the clockwork Angel takes a lair action to cause one of the following effects; the clockwork Angel can’t use the same effect two rounds in a row:
- The Angel uses magnets to pull the walls close together turning the room into a 20 ft by 20 ft room
- The Angel draws on the light from the ceiling bulbs and adds +2 damage to angel beam.
Regional Effects
The region containing a legendary Clockwork Angel's lair is rusted and has corrosive virus' on the walls, which creates one or more of the following effects:
- Touching the walls poisons you for 1 turn
- Hitting the Clockwork Angel into the wall corrodes it taking away 2 hp.
If the Clockwork Angel dies, these effects fade over the course of 1 month.
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