Magic Resistance. The clockwork minion has advantage on saving throws against spells and other magical effects.
False Appearance. While the clockwork minion remains motionless, it is indistinguishable from a normal alarm clock.
Unusual Nature. The clockwork minion doesn’t require air, food, drink, or sleep.
Multiattack. The clockwork minion makes two Spike Fist attacks or one Spike Fist attack and one Deafening Ring attack.
Spike Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Deafening Ring. The clockwork minion's alarm rings deafeningly loud. Each creature in a 10-foot radius originating from the clockwork minion must succeed on a DC 13 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and is deafened until the end of their next turn. On a successful save, the creature takes half as much damage and isn't deafened.
Reverse Damage (Recharge 5-6). As a reaction, the clockwork minion can turn back time. If it succeeds on a DC 13 Dexterity saving throw, the clockwork minion dodges the attack. On a failed save, the clockwork minion takes half damage.
Description
An automaton made out of an old alarm clock.
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