Legendary Resistance(4/Day): If the Platinum Horror Fails a saving throw, it can choose to succeed instead.
Magic Resistance: The Platinum Horror has advantage on saving throws against spells and other magical effects.
Magic Weapons: The Platinum Horror's weapon attacks are magical, and it has a +3 bonus to attack & damage rolls (Included).
Brute: The Platinum Horror deals an extra dice of damage on weapon attacks.
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.
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.
Siege Monster: The Clockwork Horror deals double damage to objects and structures.
Spider Climb: The Platinum Horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Innate Spellcasting: The Platinum Horror can innately cast the following spells requiring no material components. Its spellcasting ability is Wisdom(spell save DC 20, +12 to hit with spell attacks).
(at will): Creation, Eldritch Blast(17th Level), Fabricate, Lightning Bolt, Teleportation Circle
3/Day Each: Pulse Wave, Teleport, Tongues
1/Day Each: Create Spelljamming Helm, Fly, Guards and Wards, Incendiary Cloud
Multiattack: The Platinum Horror casts a spell, then makes one Bite and two Rotating Saw attacks.
Bite: Melee Weapon Attack: +16 to hit, reach 5 ft., 1 target. Hit: 18 (2d8 + 9) piercing damage.
Rotating Saw: Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 14 (2d4 + 9) slashing damage.
The Platinum Horror can take 4 legendary actions per round at the end of other creatures turns, choosing from the options below. It regains spent legendary actions at the start of its turn.
Cut: The Platinum Horror makes a Rotating Saw attack.
Scuttle: The Platinum Horror moves up to half its speed.
Minor Casting(Costs 2 Actions): The Platinum Horror casts an At-Will spell.
Description
Platinum horrors are exceedingly rare, for while a single Gold Horror commands all the clockwork horrors on a single planet, a Platinum Horror rules an entire Crystal Sphere. Multiple material worlds, or an entire solar system is the domain of one these entities, and they answer directly to the Adamantite Horror, which is a testament to both the vastness of its empire, and the power of its greatest creations.
With Yellow control gems & protective runes etched across their bodies, Platinum Horrors are by far the most Free-Willed type of horror, and other then their creator are the only kind that might convese with organic life forms. This is because they're the only ones interested in understanding such creatures, or see benefit in doing so. Such interaction is unlikely, and even if it does occur,is for the sole purpose of more efficient expansion through a beneficial alliance or new knowledge.
Gold Horrors cannot create others of their kind, and were all created by either Platinum Horrors, or the Adamantite Horror itself. Platinum Horrors are capable of creating more of their kind, but it takes the full concentration of four Platinum horrors over a full week to create a fifth. Rumors state Platinum Horrors working together can create an Adamantite Horror, but are just that..unsubstantiated rumors.
A Platinum Horror is an existential threat to reality, not because of its personal combat capability (which is formidable) but because of the inconceivably vast forces under its command. The idea of any single entity designed with the mandate of conquering and holding a Crystal Sphere, which typically contains between 3 and 10 Material Worlds is mind boggling. They will create and deploy a Gold Horror for each world, and then churn out powerful Electrum & Silver Horrors, usually while remaining safe in space themselves, protected by a personal guard on a spelljamming vessel, only touching down on a planet to crush entrenched resistance, study new magics & materials that the swarm hasn't encountered before, or to replace a Gold Horror that's been destroyed (In which case it will undoubtedly hunt down those responsible).
In fact the only three situations in which most humanoids would be likely to encounter a Platinum Horror, is if it lands to inspect some anomaly of interest to the race, during the heroic last stand of organic life on a besieged world, or after a Gold Horror has been defeated, all of which are extremely rare, as are the Platinum Horrors themselves. Due to the scope of their function & the area they oversee, only beings of similar cosmic significance are likely to garner their attention. In the rare instances that a Platinum Horror is threatened, it will Retreat & seek to preserve its own life, knowing that it's destruction represents a setback for its species on a universal scale. This is not cowardice, or self-interest, but a factual understanding that a Platinum Horror is more important to the expansion of its kind then ten thousand Copper Horrors. Their ability to create Spelljamming helms & Gold Horrors, as well as communicate with the Adamantite Horror is invaluable. The only time a Platinum Horror will forego escape is in defense of the Adamantite Horror, the only being more valuable than itself.
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 Clockwork Horror doesn't require air, food, water or rest.
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