Springtrap. Any creature trapped inside the Monstrosity takes half of the damage it recieves. This is not subtracted from the damage it takes.
Charging. All electric damage taken is healed instead.
Multiattack. The Monstrosity makes two slam attacks or one crush attack.
Slam. Melee Attack Roll: +7, reach 10 ft. Hit: 5 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Electric damage.
Crush. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 3) Bludgeoning damage. The target must succeed on a DC 13 dexterity check, or they are rendered prone.
Trap. A prone creature must succeed on a DC 15 dexterity check or they are trapped in the Monstrosity. Whenever they monstrosity is attacked, it must succeed on a DC 5 constitution check. The check gains 1 DC for every point of damage done in the attack.
Zap. If the Monstrosity is attacked with a metal weapon, the attacker must succeed on a DC 15 constitution check or take 6 (2d4 + 2) Lightning damage.
Lair and Lair Actions
Backup. (Recharge 5-6) A Clockwork Horror crawls out from under the Monstrosity. The Monstrosity can communicate telepathically with them. If the Monstrosity is defeated, it will get confused and become loyal to the first creature it sees.
Discharge. (Recharge 5-6) Ranged Attack Roll: +5, reach 200 ft. Hit: 16 (3d8 + 5) Lightning damage.
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