Adapt. At the end of each enemy's turn, if Clockwork's Insight was attacked, it gets immunity to that specific type of attack except radiant and necrotic, even if it doesn't take damage. It has a maximum of five immunities to types of damage (besides psychic and poison), if it's already maxed out, the new immunity replaces the oldest.
Improvise. Every time a condition affecting Clockwork's Insight ends, it gets immunity to it. It has a maximum of three immunities to conditions (besides its default immunities), if it's already maxed out, the new immunity replaces the oldest.
Overcome. If Clockwork's Insight takes damage one turn and then doesn't for five consecutive enemy turns, its Armor Class is improved by 1 and regains 5d8 hit points. Everytime its health is reduced by 25% of its original health, its Armor Class is reduced by 1.
Malfunction. For every 10% of its maximum health that Clockwork's Insight loses, one of its Devolution attacks that it's active at the moment becomes innactive until it cures itself.
Preparation phase. Clockwork's Insight prepares for every incoming attack. Until its next turn it cannot move nor take any kind of action or reaction. Clockwork's Insight has resistance to all kind of damage except radiant or necrotic.
Self-repair. Clockwork's Insight closes itself in a metallic ball and stays innactive for one round. It heals 10d8 hit points, loses all of its gained immunities and can't get more until the beggining of its next turn.
Devolution attacks. Clockwork's Insight makes 3 of the following attacks, as long as it has the immunity for their type of damage. It cannot make more than one attack of certain type of damage per round:
Acid immunity: A 20ft line spray of acid comes out of Clockwork's Insight's mouth. Any creature in it must make a DC 15 Dexterity saving through. On a failure, it takes 8d4 acid damage and at the end of their next two turns they take 3d4 extra acid damage. On a success, it takes half the initial damaged and none of the others.
Bludgeoning immunity: The upper right hand becomes a war hammer. Clockwork's Insight can make a Melee Attack: +8 to hit, reach 10ft., one target. Hit: 28 (2d12 + 15) bludgeoning damage.
Cold immunity: A blue crystal appears in the back of Clockwork's Insight and starts glowing. There's a 15ft radius sphere explosion of ice and cold fog. Every creature inside of it takes 4d8 points of cold damage and make a DC 15 Constitution saving throw. On a failure, the creature gets restrained in ice. At the beginning of their turn they take an additional 2d8 of cold damage and may make another DC 15 Constitution saving throw to end the condition.
Fire immunity: Two 10 feet cones of flames comes out of Clockwork's Insight's lower hands. Everyone inside the cones must make a DC 15 Dexterity Saving Throw. On a failure, they take 10d6 of fire damage. On a success it is halved.
Force immunity: A yellow crystal appears in Clockwork's Insight's chest and starts glowing. Every creature within 10ft. of Clockwork's Insight takes 2d8 force damage and gets pushed 15ft. away. On a failed DC 17 Dexterity saving throw they are knocked prone.
Lighting immunity: A shock of lighting appears for a moment through Clockwork's Insight's body. It regains 6d10 hit points. Next time it's a target of a melee attack, the attacker takes lighting damage equal to the damage dealt and makes a DC 15 Dex saving throw. On a failure, they are pushed 10ft and knocked prone.
Piercing immunity: Two horns come out of Clockwork's Insight's forehead. It uses its full movement in a straight line to make a Melee attack against one target: +8 to hit. Hit: 23 (2d10 + 12) piercing damage. Every creature in the line gets pushed 10ft. once Clockwork's Insight's movement is finished. If there's an obstacle in the way, the movement is reduced, everyone gets pushed to the sides except for the target who takes an extra 4d4 bludgeoning damage.
Slashing immunity: The upper left hand becomes a scimitar. Clockwork's Insight can make a Melee attack: +8 to hit, reach 5ft., two targets. Hit: 12 (1d6 + 8) slashing damage.
Thunder immunity: Clockwork's Insight begins to produce a really high pitch sound that is unbearable for any listening creature. Everyone within 120ft must make a DC 16 Wisdom saving throw. On a failure they are stunned and must make the same saving throw at the end of each of their turns to stop the condition. Anyone who success cannot be stunned again through this attack for 24 hours.
Clockwork's Insight has 1 Legendary action. It replenishes at the beginning of its turn.
Eager Devolution (Costs 1 Action). Clockwork's Insight can make a Devolution Attack at the end of an enemy creature's turn.
Description
Clockwork's Insight is a construct. Made of platinum, gold and silver, its body resembles a humanoid with four arms. Its head has one eye with thermal sensors. Furthermore, in its feet there're tremorsensors, therefore it cannot be surprised from behind unless the attacker is flying.
As a machine, Clockwork's Insight doesn't need sleep, food nor water, but it needs solar light 2 hours a day to recharge. During this time it is disconnected, but can turn on again if attacked thanks to a back up battery that lasts 1 hour.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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1/28/2020 4:49:59 AM
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25
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0
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1
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Coming Soon
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1/28/2020 5:07:04 AM
|
10
|
0
|
1.5
|
Coming Soon
|
|
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1/28/2020 6:48:36 PM
|
20
|
1
|
1.5B
|
Coming Soon
|
|
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1/29/2020 7:00:24 AM
|
19
|
1
|
1.5B
|
Coming Soon
|
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