Shutdown: If targeted by Dispel Magic, the horror must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any damage.
Linked Mind(Ex): All clockwork horrors within 10 miles of a gold, platinum, or adamantine horror are in constant communication. If one is aware of a particular danger, they all are.
Multiattack: The horror makes one Bite attack and two Rotating Saw attacks, or it makes two Lightning Jolt attacks.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Rotating Saw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Lightning Jolt: Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 7 (1d10 + 2) lightning damage.
Description
Steel Horrors are designed to deal with particularly harsh environments, such as asteroids or volcanic regions. They're built made with thick, durable chassis resistant to extreme temperatures, and well-protected brown control crystals. In situations where hundreds of Copper horrors (The standard drones depicted in Spelljammers) have been destroyed, the appearance of steel horrors, with their thick protective carapace & lumbering bulk is a clear sign that the clockwork swarm is doggedly determined to take whatever objective is putting up so much resistance.
Unlike other types of Clockwork Horrors, steel horrors aren't stockpiled & left dormant in underground bunkers, instead made as-needed. They're not only considered expendable (like all lower forms of horror) but expected to be promptly destroyed. A steel horror that outlives the dangerous area it was made for is permanently placed upon the front line until it expires.
Clockwork Horrors: Clockwork Horrors attack their foes with calculated, merciless precision. Lesser horrors unswervingly follow the orders of their superiors, fighting to the death if so commanded. In battle, clockwork horrors swarm around foes and whittle away at them while calling for reinforcements. A clockwork horror's weaponry is a part of its being, so it cannot be disarmed. When it dies, the gem in its brow disintegrates, and its body fuses into a mass of melted metal.
Unusual Nature: The horror doesn’t require air, food, drink, or sleep.
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