

Most product names are trademarks owned or used under license by the companies that publish those products. The Forgotten Realms was created by Ed Greenwood circa 1967. "Cross not a librarian, for they hold the keys to all lore." - old Faerûnian saying.ĭungeons & Dragons ©1995 - 2022 Wizards of the Coast. After a battle, additional electrum horrors scavenge the area, retrieving fallen companions and any abandoned weapons for smelting down and making new horrors. Upon closing with the enemy, some continue firing darts at perceived spellcasters or opponents using ranged weapons, while others slice away at nearby foes with their razor-sharp saws. They open fire with volleys of pressure darts. When it dies, the gem in its brow disintegrates, and its body fuses into a mass of melted metal.Įlectrum horrors advance into combat in precise battle lines, with the individual horrors spaced about 10 feet apart. A clockwork horror's weaponry is a part of its being, so it cannot be disarmed. In battle, clockwork horrors swarm around foes and whittle away at them while calling for reinforcements. Lesser horrors unswervingly follow the orders of their superiors, fighting to the death if so commanded. Spell Vulnerability (Ex): A clockwork horror is susceptible to the shatter spell, which blinds it for 1d4+1 rounds.Ĭlockwork horrors attack their foes with calculated, merciless precision. No clockwork horror in such a group is considered flanked unless they all are. If one in a particular group is not flat-footed none, of them are. If one is aware of a particular danger, they all are. Linked Mind (Ex): All clockwork horrors within 10 miles of a gold, platinum, or adamantine horror are in constant communication.

A clockwork horror has darkvision (60-foot range). It cannot heal itself but can be healed through repair It cannot be raised or resurrected. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. Treasure/Possessions: 50% coins, 50% good (gems only)Ĭonstruct Traits: A clockwork horror is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Special Qualities: Construct traits, electricity immunity linked mind, spell vulnerability SR 17Ĭlimate/Terrain: Any land and underground AC: 19 (+1 size, +1 Dex, +7 natural), touch 12, flat-footed 18Īttack: Razor saw +5 melee, or pressure dart +5 rangedįull Attack: Razor saw +5 melee, or pressure dart +5 rangedĭamage: Razor saw 1d8+1, pressure dart 2d4+1Ībilities: Str 12, Dex 13, Con -, Int 5, Wis 14, Cha 5
