Constructed Nature. The clockwork guard does not require air, food, drink or sleep.
Mechanical Fortitude. If damage reduces the clockwork guard to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is lightning or from a critical hit. On a success, the clockwork guard drops to 1 hit point instead.
Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Description
This is a human-sized mechanical figure dressed in teh livery of the Amber family. It moves about its duties with the whir of springs and the clacking of gears.
From the OAR 5E version of Castle Amber by Goodman Games.
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