Legendary Resistance(6/Day): If the Adamantite Horror Fails a saving throw, it can choose to succeed instead.
Magic Resistance: The Adamantite Horror has advantage on saving throws against spells and other magical effects.
Adamantine Armor: Any critical hit against the clockwork horror becomes a normal hit.
Magic Weapons: The Adamantite Horror's weapon attacks are magical, and it has a +3 bonus to attack & damage rolls (Included).
Adamantine Weapons: The Clockwork Horror's weapon attacks count as Adamantine weapons, and any attack it makes against an object or structure becomes a critical hit.
Brute: The Adamantite Horror deals an extra dice of damage on weapon attacks.
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 Adamantite 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.
Siege Monster: The Clockwork Horror deals double damage to objects and structures.
Spider Climb: The Adamantite Horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Innate Spellcasting: The Adamantite Horror can innately cast the following spells requiring no material components. Its spellcasting ability is Wisdom(spell save DC 23, +15 to hit with spell attacks).
(at will): Lightning Bolt, Pulse Wave, Telekinesis, Tongues
3/Day Each: Create Spelljamming Helm, Fly
1/Day Each: Meteor Swarm, Time Stop
Multiattack: The Adamantite Horror casts a spell, then makes one Bite and two Rotating Saw attacks.
Bite: Melee Weapon Attack: +19 to hit, reach 5 ft., 1 target. Hit: 19 (2d8 + 10) piercing damage.
Rotating Saw: Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 15 (2d4 + 10) slashing damage.
Planar Energy Blast(Recharge 6): The Clockwork Horror overloads its Control Gem, releasing a wave of energy from Mechanus. All creatures that aren't constructs within 30 feet of the Horror must succeed on a DC 19 Charisma save, or be transported to Mechanus, and stunned. Creatures transported to Mechanus in this way see impossibly complex geometric shapes, and the grinding & ticking of the infinite clockwork gears resonate in their minds.
At the start of each of their turns, they can repeat the saving throw, taking 27 (6d8) psychic damage on a failure, or taking half damage and returning to the Material Plane on a success. Upon a third failed saving throw against this effect, they return to the Material Plane anyways, but their alignment shifts to Lawful Neutral, & they're considered charmed & dominated by the Adamantite Horror, defending it & aiding it in battle. The charmed condition & alignment change can be removed by Dispel Magic or Remove Curse.
Nightmare Stick: The Clockwork Horror has a magical rod mounted on its back. It can hold 10 charges, and regains 1d4 charges at dawn. As a bonus action, the Clockwork Horror can expend those charges to create one of the following effects:
● Disintegrate: The Clockwork Horror expends 1 charge to cast Disintegrate with a DC of 17.
● Implosion: The Clockwork Horror expends 3 charges to target a creature it can see with 90 or fewer hit points. They must succeed on a DC 17 constitution save, or immediately die, as they're brutally crushed into a tiny ball.
● Disjunction: The Clockwork Horror expends 6 charges to create an effect similar to Mordenkainen's Disjunction. It chooses a point within 50 feet, and within a 20-foot radius sphere around that point, all spells immediately end, including spells such as Prismatic Wall, Antimagic Field, Imprisonment, Wall of Force & Forcecage. Magical items not being worn of carried in this radius lose all magical properties for 1 minute.
For each magical item being worn or carried within the sphere, make a DC 17 saving throw for the item, and grant the item a bonus to the save based on its rarity (+1 for uncommon, +2 for rare, +3 for very rare etc). On a failure, the item's magical properties are suppressed for 1 minute, and on a failure of 5 or more, the item permanently becomes a mundane object. Artifacts have advantage on the saving throw, and at the DM's discretion, some artifacts may only be temporarily depowered by this effect regardless of the roll.
The Adamantite horror can take 2 reactions per round, but only one per turn.
Lightning Rebuke: When a creature within 30 feet of the Clockwork Horror damages it, the horror magically retaliates with an arc of lightning. The creature must make a DC 24 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one.
The Adamantite Horror can take 5 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 Adamantite Horror makes a Rotating Saw attack.
Scuttle: The Adamantite Horror moves up to half its speed.
Minor Casting(Costs 2 Actions): The Adamantite Horror casts an At-Will spell.
Major Casting(Costs 3 Actions): The Clockwork Horror Casts a limited use spell.
Short-Range Teleport(Costs 2 Actions): The Clockwork Horror teleports up to 100 feet to an unoccupied space it can see.
Description
Many dangerous creatures live on the Material Plane. Dragons, Giants, and the Tarrasque are all exceedingly dangerous, to name a few. Kraken, purple worms, beholders & undead also exist, never mind the monsters who happened to be born in a humanoid body. Still, there's some comfort in the fact that many of the greatest terrors in the multiverse are trapped in other dimensions. Elder Elementals, Princes of Elemental Evil, Astral Dreadnoughts, Demon Princes, Archdevils, Baernaloths, Nightwalkers, the majority of terrors from the Far Realm, and most significantly, evil gods, cannot set foot on the Material Plane unless certain conditions are met, and are therefore unlikely to personally lay waste to your city or village.
Because of this, the title "Most Dangerous Being on the Material Plane" by definition doesn't consider most of the deadliest beings in the multiverse. There exist some incalculably powerful Cosmic Beings out in the Phlojiston, that make evil gods look like playground bullies (Stellar Dragons, Atropus & Draeden come to mind), but creatures like that aren't usually actively agressive towards the inhabitants of a specific material world, and even when they are, it's a rare occurrence, a single, apocalyptic act of destruction from a being that spends most of its time floating around, minding its own business. Even Atropus spends more time gliding through space then it does actually assaulting planets.
The Adamantite Horror is like an insect compared to many of these beings. A deadly killing machine, capable of personally slaughtering a hundred men, it's combat power is insignificant next to creatures with the strength to crush cities in a single blow. Despite this, three things make the Adamantite Horror more dangerous to the average humanoid then almost anything else in creation. The first is that it was " Born" on the Material Plane, and can descend on a world at any time, without the need for Planar Travel. The second is that it never sleeps, and is always active, unlike the gigantic beings sluggishly traversing the cosmos, who rampage once in an eon.
The third, and most important factor, is it's near-infinite ability to generate it's own vast, deadly mechanical army with absolutely loyal to it. The Adamantite Horror can personally lay waste to a small village in minutes, but the swarms of Clockwork Horrors it creates can lay waste to an entire world in a matter of days. They multiply at a geometric rate, and are the cause of more death & destruction then any other known force on the Material Plane, with countless dead worlds stripped of all life & resources floating in the void, with only dormant Clockwork Horrors remaining, hibernating in vaults below the surface, awaiting the call of their master.
Lair and Lair Actions
Regional Effects
The Adamantite Horror is always moving, and doesnt have a lair, but the region it moves through is oversaturated with the Planar Energy of Mechanus, which creates one or more of the following effects:
- Within 10 miles, clouds become perfect spheres, & beings lost in a forest or other terrain will still travel in straight lines.
- Within 5 miles, creatures that take long rests sleep for exactly 8 hours, & when they awake must succeed on a DC 15 wisdom saving throw, or have their alignment shift to Lawful Evil until they complete a long rest outside of this area.
- Within 1 Mile, all Clockwork Horrors can choose to use a result of 10, instead of their actual roll, when making an attack.
If the Adamantite Horror dies, these effects fade over the course of 12 days.
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