Medium Construct, Unaligned
Armor Class 20 (natural armor and a shield )
Hit Points 45 (6d8 + 18)
Speed 60 ft.
STR
18 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws STR +6, DEX +3
Skills Acrobatics +8, Perception +2
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Frightened, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages understands one language known to its creator but can’t speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

Magic Weapons. The Gear Knight's weapon attacks are magical.

Repairable. As long as it has at least 1 hit point remaining, the Gear Knight  regains 1 hit point when a mending spell is cast on it.

Sure-Footed. The Gear Knight  has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack. The Gear Knight makes three attacks: two with its rapier

Lance. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d12+ 4) piercing damage.

 

Reactions

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

Description

remnants from ages past these machine soldiers still follow orders from their long-dead masters, patrolling other lands and defending many ruins

SCOOBERT_DOOBERT2

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