Medium Humanoid (Warforged), Neutral Good
Armor Class 13 (16 with mage armor)
Hit Points 49 (9d8 + 9)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
13 (+1)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +6, WIS +4
Skills Arcana +6, History +6
Damage Resistances Poison
Senses Passive Perception 11
Languages Common, Elvish, Dwarvish, Orc
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Spellcasting. Clock is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared:

Cantrips (at will): friends, mage hand, mending, message

1st level (4 slots): charm person,* mage armor, magic missile

2nd level (3 slots): hold person,* invisibility, suggestion*

3rd level (3 slots): fireball, haste, tongues

4th level (3 slots): dominate beast,* stoneskin

5th level (2 slots): hold monster*

*Enchantment spell of 1st level or higher

Warforged Resilience. Clock has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put him to sleep.

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.

Reactions

Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st Level or Higher). Clock tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. Clock must decide to do so before the attack hits or misses.

The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.

Monster Tags: NPC

Habitat: Urban

Eschatus

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