Legendary Resistance (3/Day). If the Clockwork Golem fails a saving throw, it can choose to succeed instead.
Threat Awareness. Once per turn, The Golem can designate a primary target. Any attacks made on the Primary target are made at advantage, and any attacks from the primary target are made at Disadvantage.
Multi Attack. The Clockwork Golem makes 3 Slam attacks, or 2 Gear shots.
Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: (3d12 + 9) Bludgeoning damage. Creatures hit by the constructs Slam attacks must succeed a DC 22 Strength save or be knocked prone.
Gear Shot. RangedWeapon Attack: +7 to hit, range 30/60 ft., 1 target. Hit:(2d8 + 1) Bludgeoning damage. The golem shoots a gear from its forearm.
Seismic Stomp. The Clockwork Golem slams it foot on the surface with such force, it causes seismic activity. An Intense tremor rips through the ground in a 60 ft radius circle centered around the Golem, and shakes creatures and structures in contact with the ground in that area. Any creature in contact with the ground within the radius must succeed a DC 22 Dexterity saving throw, or be knocked prone. Any Structure within range, also takes 30 bludgeoning damage.
The ground in that area becomes difficult terrain. Each creature that is concentrating must make a constitution saving throw. on a failed save the creatures concentration is broken.
Primary Target Designation. The Golem can use a bonus action to designate its primary target.
Reduce Size. The Golem can spend a bonus action to reduce its size to small, or back to its original size. It reverts to its true size if attacked.
The Clockwork Construct can make 3 legendary actions choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. The Clockwork Golem regains all spent legendary actions at the start of its turn.
Detect. (Costs 1 Action).The Clockwork Golem makes a Wisdom (Perception) check.
Slam. (Costs 1 Action). The Clockwork Golem Makes 1 Slam attack.
Whirlwind Attack (Costs 2 Actions). The Clockwork Golems arms lockout at the extended position, and its entire upper torso rotates 360 degrees, attacking all Creatures within 10 ft of the Golem. Each creature within range must succeed a DC 16 Dexterity saving throw, taking 4d12+9 bludgeoning damage on a failed save, and half as much on a successful one.
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