Small Construct, Typically Lawful Evil
Armor Class 19 (Natural Armor)
Hit Points 97 (13d6 + 56)
Speed 40 ft., Climb 40 ft.
STR
16 (+3)
DEX
18 (+4)
CON
19 (+4)
INT
18 (+4)
WIS
17 (+3)
CHA
12 (+1)
Saving Throws STR +7, DEX +8, INT +8, WIS +7
Skills Perception +11, Stealth +8, Survival +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Poison, Psychic
Senses Darkvision 120 ft., Passive Perception 21
Languages Modron, Thri-kreen, Ziklight
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Magic Weapons: The clockwork horror's attacks are magical, and it has a +1 bonus to attack & damage rolls (Included).

Magic Resistance: The Clockwork Horror has advantage on saving throws against spells & other magical effects.

Combat Ready: The Clockwork Horror has advantage on initiative rolls.

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. 

Sneak Attack(1/Turn): Once per turn, the Clockwork Horror deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the horror that isn't incapacitated and the horror doesn't have disadvantage on the attack roll.

Spider Climb: The Clockwork Horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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.

Innate Spellcasting: The Clockwork Horror can innately cast the following spells requiring no material components. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). 

(at will): Locate Object, Mending, Shocking Grasp(11th Level)

1/Day Each: Dimension Door, Locate Creature, Silence

Actions

Multiattack: The Clockwork Horror makes one Bite and two Rotating Saw attacks, or two Dart attacks. It can replace one Dart or Rotating Saw attack with a use of Spellcasting.

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) piercing damage. 

Rotating Saw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.

Dart: Ranged Weapon Attack: +9 to hit, range 30/60 ft., 1 target. Hit: 10 (2d4 + 5) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. On a failure of 5 or more, the target also falls asleep for 1 minute, or until a creature uses an action to shake it awake or it takes damage. The sedative on the darts isn't a magical effect, and bypasses the Fey Ancestry trait.

Bonus Actions

Cunning Action: The Electrum Horror can Dash, Disengage, or attempt to hide as a bonus action.

Reactions

Lightning Rebuke: When a creature within 15 feet of the Electrum Horror damages it, the horror magically retaliates with an arc of lightning. The creature must make a DC 16 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one.

Description

   Electrum Horrors are elite killing machines capable of stealth & commanding lesser clockwork horrors. The latter is significant, because steel & silver horrors aren't designed to control copper horrors (See Clockwork Horror in Spelljamming compendium), despite their superior strength. All 3 of these types answer directly to electrum horrors, which are the first type able to hand out commands.

   Electrums are also the most powerful type of clockwork horror that will ever be organized into a squad with others of its own kind, as the Gold & Platinum horrors are far too valuable to be used in this way. It's exceedingly rare for Electrum Horrors to attack en masse, and if more then 1 is present on a battlefield, its either to protect a higher ranked horror or to eliminate a threat responsible for destroying thousands of copper horrors, in numbers significant enough to actually slow the swarm's advance. Such impediments are extremely rare, but are promptly dealt with by a battle line of 6 Electrum Horrors, perfectly spaced 10 feet apart from each other.

   With green control gems & a light, golden sheen (Shown above on the left) they have blocky bodies, despite which they're the most agile type of horror. They often lead squads of silver horrors to large humanoid settlements, or the lairs of draconic creatures, as such locations are rich sources of precious metals & gemstones. While they have the same bite & blade attacks as all Clockwork Horrors, their deadliest weapon is their Dart Cannon. Mounted on their backs, it uses air pressure to launch poison darts that can knock out enemies with weak constitutions.

Unusual Nature: The horror doesn’t require air, food, drink, or sleep.

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.

Matt77stock

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