Electronic: When Clockwork elemental takes lighting damage, it must succeed on a constitution saving throw with a DC equal to the lighting damage
Elemental Fusion: When Clockwork elemental lands an attack that deals elemental damage, roll a d4. On a 1, it deals fire damage, on a 2, cold, a 3, lighting, and a 4, acid.
Lumbering Giant: due to the Clockwork Elemental’s size, it hits hard, but has a hard time hitting. When it makes a melee attack, it has disadvantage on the attack roll, but crits on 19-20.
Elemental Climax. When the Clockwork Elemental dies, it casts a bigger version of Chromatic orb on itself. All creatures within 100 feet of it must make a DC 15 saving throw or take 3d8 elemental damage.
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Multi-Attack: The Clockwork Elemental makes two Elemental Fist attacks, or one Fist attack and one grab attack
Elemental Fist. Melee Weapon Attack: +9 to hit, reach 10 feet, one target. Hit: 15 (3d6+6) bludgeoning damage, plus 10 (2d6+3) elemental damage.
Elemental Grab. Melee Weapon Attack: +5 to hit, reach 10 feet, one target.Hit: 6 (1d6+3) bludgeoning damage, plus 5 (1d4+3) elemental damage. The target must succeed a dc20 dex(acrobatics) or strength(athletics) check or be grappled and take 1d6 elemental damage per turn.
Frostball. Ranged Spell Attack (Recharge 6): DC 15, range 150 ft, 20 ft. Sphere. Hit: 8d6 frost damage on a failed save, and half as much on a successful one.
Corrosive Hands. Ranged Spell Attack (Recharge 5-6): DC 15, Range 15ft cone, Hit: 3d6 acid dmg.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row.
- 15-foot stone pillars pop-up under the players, pushing them into the air and knocking them prone. They can avoid this with a DC18 Dex save, or a DC21 wisdom save. The players can climb down, or wait until inactive. Count 20 when the pillars recede
- Pits of water open up around the room. Players must make a DC10 check or be submerged under water. On imitative count 10, the pools turn into liquid nitrogen. Players caught in the ice are petrified until initiative count 20 (losing initiative ties) The players can swim up and out, and the pols disappear on initiative count 20
- Acid rain falls from the ceiling. Players must make a DC20 dexterity saving throw, taking 2d10 acid damage on a failed save, or half as much on a success
- The walls spurt flames 15 feet in. Players caught in the radius must make a dc 23 dexterity check or take 3d6 fire dmg.
Comments