Magic Resistance: The Sliver Horror had advantage on saving throws against spells & other magical effects.
Magic Weapons: The Silver Horror's weapon attacks are magical, and it has a +1 to its attack & damage rolls (Included).
Machine Death: The Silver Horror has advantage on melee attack rolls against all humanoids except Autognomes & Warforged. When it hits such a humanoid with a melee attack, it deals an additional 3 (1d6) damage of the same type as the attack, and their hit point maximum is reduced by an amount equal to the extra damage taken until they finish a long rest.
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.
Sonic Sensitivity: When the Clockwork Horror takes Thunder Damage, it must succeed on a Constitution save with a DC of 5 + the damage taken, or have disadvantage on attack rolls & be unable to communicate until the end of its next turn.
Multiattack: The Clockwork Horror makes 3 attacks, only one of which can be a Bite
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) piercing damage.
Rotating Saw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Bladed Disk: Ranged Weapon Attack: +7 to hit, range 20/40 ft., 1 target. Hit: 11 (2d6 + 4) slashing damage.
Spelljamming Helm Interface: The horror attaches to a spelljamming helm it can see within 5 feet of itself and attunes to the helm instantly. If another creature is already attuned to the helm, that creature’s attunement to the helm ends when the horror’s attunement begins. The horror can operate the helm even though it isn’t a spellcaster. The horror can detach from the helm as a bonus action, which ends its attunement to the helm.
Description
Silver Horrors are the warriors of the clockwork horror horde, along with the higher Electrum class, to which they are quite similar. However, while Electrum Horrors are more diverse, acting as commanders & scouts as well as assassins & shock troops, Silver Horrors are pure killing machines, designed to exterminate organic life. With glowing orange control gems, they specialize in fighting humanoids, granting them advantage in close combat against such creatures. At long range, instead of shooting electricity, they launch their buzz saws at their enemies, using concentrated magnetism to draw the blades back and catch them.
While simple drones can be incapacitated with basic Abjuration magic, more advanced clockwork horrors aren't so easily beaten. They don't require magic to operate, Dispel Magic has no effect on them, and they can even operate within Antimagic Fields, though their attacks will lose bonuses and cease to be magical. However, to replace magic, they utilize a high-resonance sonic frequency that's inaudible to most humanoids. Though they don't take extra damage from Thunder Based attacks, it will disrupt their systems, and ruin their otherwise perfect coordination.
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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