Medium Construct, Neutral
Armor Class 15 Natural armor
Hit Points 26 (4d8 + 8)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
15 (+2)
INT
8 (-1)
WIS
11 (+0)
CHA
8 (-1)
Skills Perception +2
Damage Immunities Poison, Psychic
Senses Passive Perception 12
Languages understands Common but can't speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

sauercarey

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