Immutable Form. The sentry is immune to any spell or effect that would alter its form.
Intimidating Legions. A single clockwork entity's rigid movements appear silly, but, when gathered in numbers, they become an inhuman terror. When a clockwork entity makes a Charisma (Intimidation) check, it gains a bonus on that check equal to the number of other clockwork entities the target can see or hear.
Magic Resistance. The sentry has advantage on saving throws against spells and other magical effects.
Steam Valves. As an action, the sentry can release a billow of steam in a 15-foot cone. Affected creatures must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one.
Multiattack. The clockwork sentry may make two attacks, one with its Auto-Halberd and one with its Hand-Ballista. While engaged in melee, the sentry may make two Auto-Halberd attacks. If there are no targets in range, it may make two Hand-Ballista attacks.
Auto-Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 9 (1d10 + 4) [slashing] damage.
Hand-Ballista. Ranged Weapon Attack: +4 to hit, range 30/60 ft., 1 target. Hit: 7 (1d6 + 4) [piercing] damage.
Overdrive Flurry (Recharge 6). The soldier makes four Auto-Halberd attacks. After taking this action, it is stunned until the end of its next turn.
Description
Clockwork entities are strange automatons that prowl the darkest depths of the world. Scholars believe that the first Clockwork entities were originally created by the Svirfneblin to guard their deepest delves. It wasn't until the War of the Wyrm that the rest of the world discovered their combat prowess; entire legions were then manufactured en masse by various races hoping for an advantage over the enemy.
While the technology to create Clockwork automatons is lost, and a vast majority of recovered entities have fallen into irreversible disrepair, it is rumored that some still tick on, eternally searching for furnace-fuel and awaiting orders from their overlords.
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