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.
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.
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