Medium Construct, Unaligned
Armor Class 15 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 45 ft.
STR
20 (+5)
DEX
16 (+3)
CON
16 (+3)
INT
4 (-3)
WIS
12 (+1)
CHA
4 (-3)
Skills Perception +3, Stealth +5
Damage Immunities Poison, Psychic
Senses Darkvision 80 ft., Passive Perception 13
Languages Common, Gnomish -- Can communicate with other Clockwork Creations but cannot truly speak.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Immutable Form. The Clockwork Knight is immune to any spell or effect that would alter its form.

Lantern Eyes.  Casts bright light in a 40-foot cone and dim light for an additional 40 feet.

Magic Resistance. The Clockwork Knight has advantage on saving throws against spells and other magical effects.

Unnatural Armor.  Their thick metal surface gives them a starting AC of 12 + their Dexterity modifier.

Actions

Multiattack. The armor makes two melee attacks.

Halberd. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage.

Light Rifle. Ranged Weapon Attack: +5 to hit, range 60 ft./200 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Reactions

Parry. The Clockwork Knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Description

Clockwork Knight are centaur in shape.  When their left arm straightens and locks it becomes a light rifle.  The creations tend to make less noise then most of their other clockwork counter parts but they are by no means silent.  These constructs are completely combat oriented and are thus more alert and typically on guard duty.  They are occasionally even seen with a pawn riding on their back.  

Habitat: Urban

NebNuke

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