Tiny Construct, Any Chaotic Alignment
Armor Class 10 (natural armor)
Hit Points 15 (5d4 + 20)
Speed 40 ft., Climb 40 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
18 (+4)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws INT +6, WIS +5
Skills Perception +6
Damage Immunities Lightning, Poison
Senses Darkvision 140 ft., Passive Perception 18
Languages Thri-kreen, Ziklight
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Shutdown. If targeted by dispel magic, the scarer must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any damage.

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

Sparks. The scarer can emits sparks instead of lightning jolts. These sparks can catch ignitable objects on fire. Roll a d20. On a 1, an object lights on fire.

Actions

 

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Rotating Saw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Description

Clockwork Scarers are tiny versions of Clockwork Horrors. They lack the ability to hijack spelljamming helms and create lightning jolts. However, they can quickly become a nuisance on wooden boats because of their flammable sparks. A common glitch in their systems leads to them feeling emotions. This is why they can become familiars.

JBare95169

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