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.
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.
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.
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