Large Construct, Neutral
Armor Class 17 (natural armor)
Hit Points 180 (9d10 + 100)
Speed 30 ft.
STR
21 (+5)
DEX
9 (-1)
CON
21 (+5)
INT
3 (-4)
WIS
9 (-1)
CHA
1 (-5)
Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Tremorsense 60 ft, Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. 

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

Clockwork Construction. Once per day the golem must be mechanically wound up in order to function. Once wound up the golem is immune to exhaustion.

Self Destruct. When the golem is reduced to 10% of it's starting hit points or less, the golem begins a self destruct sequence. The golem spends the round sounding an alarm to alert any other guards. On the next round the golem self destructs. Any creatures within a 20 foot radius must make a DC 16 Reflex saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

Actions

Multiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:  (3d8 + 6) bludgeoning damage.

Clockwork Grind Saw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (3d10 + 6) slashing damage.

Fire Breath (Recharge 6). The golem exhales fire in a 15-foot cone. Each creature in that area must make a DC 16 Reflex saving throw, taking  (4d8) fire damage on a failed save, or half as much damage on a successful one.

Lightning Fist (Recharge 5). The golem slams forward an arc of lightning from it's fist in a straight line forward for 15 feet. Each creature in range must make a DC 16 Reflex saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one.

Description

The Clockwork Golem Sentinel is a large construct designed to guard and protect valuable goods from theft. Designed by an artificer with ties to the black market, this creature has been pieced together with parts from other arcane armor and machinery in order to develop a guard for the most expensive products. Once the golem is wound up, it will keep running to protect it's charges. Either the product makes it to the highest bidder, or no one can have it. Anyone who dares to cross this black market guardian quickly discovers that this is force to be reckoned with. 

Monster Tags: construct

WarrynAPWarrick

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