Medium Construct, Unaligned
Armor Class 18 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 35 ft., Climb 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
18 (+4)
INT
1 (-5)
WIS
2 (-4)
CHA
1 (-5)
Saving Throws STR +4, CON +6
Skills Athletics +6, Perception +2
Damage Immunities Lightning, Poison, Psychic
Senses Darkvision 120 ft., Passive Perception 18
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Shutdown. If targeted by dispel magic, the Clockwork Sentinel must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any damage.

Unusual Nature. The Clockwork Sentinel doesn’t require air, food, drink, or sleep.

False Appearance. While the Clockwork Sentinel remains motionless, it is indistinguishable from a normal suit of armor on display.

Illusion-Proof. The Clockwork Sentinel automatically sees through created illusions. invisibility effects the Clockwork Sentinel normally.

Overclock (Recharge 5-6). The Clockwork Sentinel takes the Dash action as a bonus action on its turn.

Actions

Multiattack. The horror makes three Missile attacks or two slash attacks.

Missile. Ranged Spell Attack: auto hit, range 120 ft., one target. Hit: 10 (3d4 + 3) force damage.

Slash. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Description

There’s no more warning than the whirring of a few gears as the statue of a Solider nearby turns its head and steps down onto the stonework, its movements shaking a small nimbus of dust off its form.

Created for use as soldiers and guards, their form is perfect and they all seem to work seamlessly  and without flaw. Almost only Purchased by the paranoid or warlords that feel the need for protection.

JBu5tin

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