Medium Construct, Lawful Neutral
Armor Class 14 (natural armor)
Hit Points 20 (3d8 + 6)
Speed 45 ft., See Footgear feature
STR
14 (+2)
DEX
11 (+0)
CON
13 (+1)
INT
7 (-2)
WIS
3 (-4)
CHA
1 (-5)
Saving Throws STR +4
Damage Immunities Poison, Psychic
Senses Tremorsense 20 ft. or throughout connected machinery if the Clockwork Guard is hidden in machinery, Passive Perception 8
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility. The clockwork is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the guard must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the guard remains motionless, it is indistinguishable from a normal piece of clockwork factory machinery.

Footgear. Gears on the guard's feet allow it to stand firmly on any moving ground, unless it chooses to be moved along with the ground. These gears also increase its base ground speed on stationary ground.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) bludgeoning damage.

Throwing hands. Ranged Weapon Attack:  +2 to hit, reach 50 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Projectile falls to the ground upon reaching maximum range of 50 feet. Upon the projectile striking a creature or object or the ground, it becomes an active Clockwork Hand.

Description

This clockwork humanoid appears to coalesce out of existing structural components and moves swiftly and mechanically to defend its home.

Monster Tags: construct

Count_Moriarty

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