Leaky Oil Pan. The clockwork perpetually leaks oil, making the ground in a 5 ft. radius around it slippery. A creature that enters the space within 5 ft. of the clockwork for the first time on a turn or starts its turn there (including the clockwork) must make a DC 13 Dexterity saving throw of have the Prone condition. The clockwork makes its saving throw with advantage.
Clumsy Nature. The clockwork has disadvantage on Dexterity (Stealth) checks.
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn't require air, food, drink, or sleep.
Multiattack. The clockwork makes three Zap attacks. If available, the clockwork can replace one of these attacks with Box of Inventions.
Zap. Ranged Spell Attack: +9 to hit, range 60/120 ft., one target. Hit: 17 (2d10+6) lightning damage.
Box of Inventions (Recharge 4-6). The clockwork hurls a small, cube-shaped object up to 60 ft. towards a creature it can see. On impact, the box opens revealing one of the clockwork's many inventions. Each invention has AC 13, 25 hit points, and lasts for 1 minute or until it is destroyed. Roll a d6 to determine which invention appears:
1. Vortex. A small vortex emerges, pulling in nearby creatures and objects. Creatures within a 20 ft. radius of the invention must succeed on a DC 17 Strength saving throw or be pulled into the vortex, which teleports them to a random location within 100 ft. of the box (chosen by the DM). The clockwork is immune to the effects of the vortex.
2. Tesla Cannon. A cannon-like device emerges from the box, crackling with electricity. At the end of the clockwork's turn, the cannon casts the Witch Bolt spell (at 3rd level) with a range of 60 ft. and a +9 spell attack modifier toward a hostile creature within range.
3. Jumpscare. The box launches itself into the air where it hovers for the duration, emitting a blood-curdling scream. Creatures within 30 ft. of the box that can hear it must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A frightened creature repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to this effect for the next 24 hours.
4 Invisibility Field. An antenna extends form the box, creating an invisibility field. All creatures in a 30 ft. cube centered on the box, including everything they are wearing and carrying, have the Invisible condition while they are in this field. A creature that moves into the cube's area also becomes invisible until the cube deactivates, is destroyed, or an affected creature leaves the box's area.
5. Spiked Carpet. The box erupts, launching a spiked carpet toward the nearest creature within 30 ft. of it. The carpet is 5 ft. wide, and 30 ft. long. Each creature in this line must make a DC 17 Dexterity saving throw, taking 20 (8d4) piercing damage on a failure, or half as much damage on a success. The area the carpet lands in becomes Difficult Terrain while it exists - for every 5 ft. travelled through this carpet, a creature takes 10 (2d4) piercing damage.
6. Construct Buff Zone. The box emits a yellow glow, sending out an empowering pulse to nearby Constructs. Constructs within 60 ft. of the box gain 1d6 temporary hit points at the start of each of their turns, and gain an additional 1d4 bonus to each attack roll it makes while in the zone.
Description
The clockwork gold tinkerer, with its gleaming golden exterior and inquisitive mechanical eyes, embodies curiosity and ingenuity. This humanoid-like construct is noted for its delicate craftsmanship and almost childlike demeanor. It serves as both a playful companion and an efficient assistant, favored by its creators for its blend of entertainment and utility.
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