Medium Construct, Unaligned
Armor Class 19 (Integrated Armor)
Hit Points 102 (12d8 + 48)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
3 (-4)
WIS
14 (+2)
CHA
1 (-5)
Skills Stealth +6
Damage Vulnerabilities Lightning
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 60ft, beyond which it is blind, Passive Perception 16
Languages Understands Elvish but doesn't speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The Clockwork Sentinel has advantage on saving throws against spells and other magical effects.

Immutable Form. The Clockwork Sentinel is immune to any spell or effect that would alter its form.

False Appearance. While the Clockwork Sentinel is viewed from a distance while standing still, it resembles an ordinary metal statue. A creature within 30 feet of it can discern its true nature with a successful DC 15 Wisdom (Perception) check.

Whirring. The Clockwork Sentinel has disadvantage on Stealth checks while moving.

Enhanced Springs. The Clockwork Sentinel's high jump is up to 15 feet with or without a running start. It can cling to walls as long as they aren't entirely flat. When performing a high jump while standing or clinging to a wall this way, they can land in any unoccupied space within 15 feet horizontally from where it jumped.

Adaptive Protocol. When the Clockwork Sentinel sees another Clockwork Sentinel within 60ft. fall to 0 hit points, it reforms its structure to adapt to the threat (no action required). It immediately regains 4d8+16 hit points. For the next minute, it has resistance against the damage type that killed the other Clockwork Sentinel. If at least one other Clockwork Sentinel is still alive within 60ft., it also regains one useage of Concerted Strike and Tactical Switch.

Actions

Multiattack. The Clockwork Sentinel makes two melee weapon attacks with its lance.

Lance. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 15 (2d10+4) piercing damage.

Lance Charge (recharge 5-6). The Clockwork Sentinel dashes forward up to 30ft. towards the target, or until they hit a creature. If a creature is hit, it must make a DC 16 Dexterity saving throw, taking 2d6 piercing damage on a failed save, or half as much on a successful one. This damage is increased by 1d6 for every 5 feet the Clockwork Sentinel cleared before hitting the target.

Jump Dive (recharge 5-6). The Clockwork Sentinel jumps up into the air, diving onto another creature within 15ft. That creature and all other creatures within 5ft. of it must make a DC 16 Dexterity saving throw, taking 6d6 piercing damage on a failed save, or half as much on a succesful one. The Clockwork Sentinel then lands on an unoccupied space within 5ft. of the target.

Piercing Javelin (recharge 5-6). The Clockwork Sentinel throws out a projectile with its free hand, which travels forward up to 30ft. in a straight line. All creatures in the line must make a DC 16 Dexterity saving throw, taking 6d6 piercing damage on a failed save, or half as much on a succesful one. Creatures who fail their save are also knocked prone.

Concerted Strike (2/day). The Clockwork Sentinel commands itself and all other Clockwork Sentinels within 60ft. to perform a concerted strike. Select one of the three special attacks, which the Clockwork Sentinel currently has charged. It and all other commanded Sentinels who also have the ability charged will use an enhanced version of the ability on the specified targets the next turn. While commanded to perform a Concerted Strike, a Clockwork Sentinel cannot take reactions.

Concerted Strike: Lance Charge. All commanded Clockwork Sentinels immediately use their jump with doubled horizontal range to get as far away from the same target in different directions. On their next turn, they will all use their Lance Charge on that target. When used this way, Lance Charge has unlimited range.

Concerted Strike: Jump Dive. All commanded Clockwork Sentinels immediately use their jump with doubled horizontal range to cling to a wall if possible. On their next turn, they will all use their Jump Dive on different targets. When used this way, Jump Dive has unlimited range, and its effected radius is increased by 10ft.

Concerted Strike: Piercing Javelin. All commanded Clockwork Sentinels immediately use their jump to reposition themselves. On their next turn, they will all use their Piercing Javelin in the direction they're facing. When used this way, Piercing Javelin has unlimited range, and all creatures hit by it automatically fail their saving throws. Immediately after throwing the javelin, each Clockwork Sentinel can also make one Lance attack with advantage. If the attack hits, the target takes an additional 1d10 piercing damage.

Bonus Actions

Tactical Switch (3/day). The Clockwork Sentinel expends one of its charged abilities to immediately recharge a different one. Cannot be used if the Clockwork Sentinel used any of its special actions this turn. Cannot use any special actions in the same turn after using this ability.

Y0rsh

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