Anchored: AIM cannot be moved, knocked prone
Malfunctioning Power Surge: at the start of its turn, roll a d6
1: AIM can only make 1 attack (overload)
2: AIM gains advantage on 1 attack (presure build up)
3-5: Sparks fly harmlessly. No effect.
6: AIM gains +2 AC until the start of its next turn (defensive overclock).
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: AIM makes two attacks (Piston Slam or Arc Lash) in any combination
Piston slam: Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 10 (2d6 + 3) bludgeoning damage.
The target must make a DC 13 Dex saving throw or be pushed away 5 ft.
Arc Lash: Ranged Weapon Attack: +6 to hit, range 30 ft., 1 target. Hit: 12 (2d8+3) lightning damage.
Sparkly repair (recharge 5): the sparks cause some metal to weld, gaining 2d4 hp
Overload Pulse (Recharge 6): Creatures of AIM’s choice within 20 ft. must make a DC 14 Dex save
On a fail: 14 (4d6) lightning damage and go prone
On a success: Half damage
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