Small Construct, Typically Lawful Evil
Armor Class 21 (Natural Armor)
Hit Points 119 (14d6 + 70)
Speed 50 ft., Climb 50 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
13 (+1)
Saving Throws STR +10, DEX +10, CON +10, WIS +10
Skills Perception +10
Damage Immunities Lightning, Poison, Psychic
Senses Darkvision 120 ft., Passive Perception 20
Languages Modron, Thri-kreen, Ziklight
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance(1/Day): If the Clockwork Horror fails its saving throw, it can choose to succeed instead.

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

Magic Weapons: The Clockwork Horror's attacks are magical, and have a +2 bonus to attack & damage rolls (Included).

Overwhelming Force: The Clockwork Horror's weapon attacks deal an additional 14 (4d6) force damage (Included).

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

Siege Monster: The Clockwork Horror deals double damage to objects and structures.

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.

Disarming Strike(1/Round): When the Clockwork Horror hits a medium or smaller creature with a weapon attack, it can choose to deal no damage to them. Instead the targeted creature must succeed on a DC 18 Strength saving throw, or lose their grip on one item of the Horror's choice that they were holding. The item then goes flying 30 feet in a random direction.

Innate Spellcasting: The Golden Horror can innately cast the following spells requiring no material components. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). 

(at will): Identify, Inflict Wounds, Tenser's Floating Disk

3/Day Each: Fabricate, Shield, Vortex Warp

1/Day Each: Teleport, Sickening Radiance

Actions

Multiattack: The horror uses its Shock Cannon, and makes one Bite attack and two Rotating Saw attacks.

Bite: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage, plus 14 (4d6) force damage.

Rotating Saw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) slashing damage, plus 14 (4d6) force damage)

Shock Cannon: The Golden Horror shoots lightning from its control gem in a line 40 feet long and 5 feet wide. Each creature in the line must make a DC 18 Dexterity saving throw, taking 21 (6d6) lightning damage on a failure, or half on a success.

Bonus Actions

Short-Range Teleport(Recharge 5-6): The Golden Horror teleports up to 100 feet to an unoccupied space it can see.

Description

  A Golden Horror leads all the clockwork horror forces on an entire planet. These machines are capable of subjugating an entire Material World in a frighteningly short amount of time. Their geometric replication is far more efficient then any Demon Lord, and unless the Golden Horror is quickly located & killed, the swarm will inevitably grow in size until it becomes mathematically impossible for a group of 4 to 8 humanoids to fight them all.

    With blue control gems and magically reinforced plating, Gold Horrors must directly create all lesser horrors, with the exeption of copper horrors (See Clockwork Horrors in Spelljammers Monstruous Compendium). While the lowest & simplest form of clockwork horrors may have evolved to the point that they can self-replicate, Steel, Silver & Electrum horrors can only be made by Gold, Platinum & Adamantite horrors. Because of this, Copper Horrors greatly outnumber all other kinds.

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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