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.
Electrical Discharge: When reduced to 0 HP, the clockwork creature issues a static discharge, causing all creatures within a ten-foot radius to make a DC 15 Constitution saving throw, taking 7 (2d6) lightning damage, or half on a successful save.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Previous Versions
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11/9/2024 1:19:49 AM
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