Clockwork Horror

Small Construct, Typically Lawful Evil

Armor Class

18 (natural armor)

Hit Points

60 (8d6+32)

Speed

walk 30 ft., climb 30 ft.

Saves

STR +4, WIS +4

Skills

Perception +6

Damage Immunities

Lightning, Poison

Condition Immunities

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses

Darkvision 120 ft., Passive Perception 16

Languages

Thri-kreen, Ziklight

Challenge

2

Proficiency Bonus

+2

Shutdown

If targeted by dispel magic, the horror must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute or until it takes any damage.

Unusual Nature

The horror doesn't require air, food, drink, or sleep.

Actions

Multiattack

The horror makes one Bite attack and two Rotating Saw attacks, or it makes two Lightning Jolt attacks.

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Rotating Saw

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Lightning Jolt

Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 7 (1d10 + 2) lightning damage.

Reel

The spider pulls each creature grappled by it up to 60 feet straight toward itself.

Spelljamming Helm Interface

The horror attaches to a spelljamming helm it can see within 5 feet of itself and attunes to the helm instantly. If another creature is already attuned to the helm, that creature's attunement to the helm ends when the horror's attunement begins. The horror can operate the helm even though it isn't a spellcaster. The horror can detach from the helm as a bonus action, which ends its attunement to the helm.