Charge. If the lifter moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage.
Lightning Absorption. Whenever the lifter is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The clockwork lifter had advantage on saving throws against spells and other magical effects.
Regeneration. The clockwork lifter regains 10 hit points at the start of its turn if it has at least 1 hit point.
Rejuvenation. If it dies, the lifter returns to life in 1d10 days and regains all its hit points.
Spider Climb. The lifter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sure-Footed. The lifter has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Multiattack. The clockwork lifter makes two charged slam attacks.
Charged slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: +9 (3d10 + 5) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or be stunned for 1d4 rounds and take 3d6 Lightning damage or half as much damage on a successful save.
Description
The clockwork lifter was created by the ancients to assist in the construction of their larger and heavier projects. It has been hundreds of years and yet their bodies still shine as if they were created yesterday. It has a humanoid torso, situated on a flat plate, supported by four immense legs. The torso is covered in pale glowing runes, sporting large metal arms and its head is featureless, except for a large black bar, where the eyes should be.
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