Armor Class
13
Hit Points
19
(3d6 + 9)
Speed
10 ft., Fly 90 ft.
STR
10
(+0)
DEX
17
(+3)
CON
16
(+3)
INT
3
(-4)
WIS
14
(+2)
CHA
1
(-5)
Skills
Perception +4, Stealth +5
Damage Vulnerabilities
Lightning
Damage Immunities
Poison
Condition Immunities
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
Darkvision 60 ft. , Passive Perception 14
Languages
understands gnomish but can't speak
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Dive Attack. If the clockwork is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.
Flyby. The clockwork doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn't require air, food, drink, or sleep.
Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 slashing damage plus 3 (1d6) thunder damage.
Comments