When blinded / decapitated, the Clockwork Soldier attacks the nearest character.
Upon being attacked with fire or electrical elemental damage, the Clockwork Soldier has to make a DC 15 Constitution saving throw. The construct is Overheated on a failed save.
When its HP drop to 0 the construct explodes. Everyone within a 5ft. diameter needs to make a DC 12 Dexterity saving throw, taking 6 (1d8 + 2) damage on a failed save.
Multiattack. Every turn, the Clockwork Soldier can perform two attack actions. After performing a multiattack the construct has to roll 1d10. If it rolls 1 or 2 it is now Overheated.
Overheated. Status effect: The Clockwork Soldier can only take 1 action or bonus action during the next turn in order to cool down.
Sword Spin. Meelee weapon attack: +4 to hit, reach 5 feet, 2 targets. Hit: 5 (2d4 + 1) slicing damage.
Attacks twice.
Stab. Meelee weapon attack: +4 to hit, reach 10 feet, 1 target. Hit: 7 (2d4 + 3) piercing damage.
Electrical burst. Ranged weapon attack: +1 to hit, range 25 ft., 1 target. Hit: 3 (1d4 + 1) electrical damage. Stuns the target for 1 round on hit.
Jump back. If the Clockwork Soldier fails an attack roll, it can jump back 5 to 10 ft. and take the Disengage action.
Description
An 8 ft. tall humanoid construct. Its 4 arms end in blades. In the place of the head is a camera facing forward, accompanied by a spotlight in a dark environment.
Its hard wooden plate armour protect the the Clockwork Soldiers's weak points and the electromagnetic mechanisms that keep the construct operational.
This sentinel is line-produced and available for a high price. The distinction between friend and foe can be recalibrated.
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