Constructed Resillience. The clockwork soldier does not need to eat, drink or sleep and is immune to disease and poison.
Sentry's Rest. When the clockwork soldier takes a long rest it instead goes into an inactive, motionless state for at least 6 hours. During this time, the soldier appears inert but is not unconscious. The soldier can see and hear as normal in this state.
360 Degree Vision. Whilst the clockwork soldier is not blinded, enemies cannot benefit from flanking it.
Standing Leap. The clockwork soldier's long jump is up to 30ft and its high jump is up to 15ft with or without a running start.
Death Burst. Any creature within 10ft of the clockwork soldier when it dies must make a DC14 Dexterity Saving Throw or take 18 (4d8) lightning damage or half as much on a successful save.
Multi-attack. The clockwork soldier can make a number of longswords attacks equal to the number of arms it still has.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) Slashing damage.
Kick. Unarmed Strike: +9 to hit, reach 5 ft., 1 target. Hit: 11 (2d6+4) Bludgeoning damage.
Electrostatic Burst. Ranged Attack: +7 to hit, range 15/30 ft., 1 target. Hit: 18 (3d8+3) Lightning Damage and the target must make a constitution saving throw or be stunned until the end clockwork soldier's next turn.
Description
Clockwork Soldiers are towering, humanoid automatons with aviary shaped heads. The frame of their bodies consists of multiple moving metal parts. They are equipped with bladed appendages for arms.
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