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.
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.
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
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