Charged (Recharge 5-6). The Clockwork is imbued with an electrical force that lets allows for a multi-attack, increased 10ft move speed, and gain and additional (3)1d6 lightening damage.
Uncaring Clockwork. Adv. on Constitution Saving throws. Clockwork Monsters are not vulnerable to the same elements as the flesh. Some may say it's even stronger.
Multi-Attack. Makes two attacks with scimitar.(Charged Only)
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6(1d6 + 3) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5(1d6 +2) piercing damage.
Dodge. When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.
Description
It looks like a goblin, but made of wires and gears. This soulless creature needs no rest and stronger than your everyday goblin. Be careful if you see these in packs for danger is eminent and death is certain.
Comments