Medium Construct, Lawful Neutral
Armor Class 16
Hit Points 52 (8d8 + 16)
Speed 10 ft., Fly 40 ft.
STR
10 (+0)
DEX
18 (+4)
CON
15 (+2)
INT
14 (+2)
WIS
10 (+0)
CHA
15 (+2)
Saving Throws DEX +7, CHA +5
Skills Athletics +2, Medicine +6
Damage Immunities Lightning, Necrotic
Senses Blindsight 20 ft., Darkvision 60 ft., Passive Perception 14
Languages can understand the language of its creator but cannot speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Shared initiative. clockwork shares the initiative of its master 

Flyby. Clockwork doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Evasion. When Clockwork is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Pre-programmed. Clockwork is pre-programmed for different modes depending on how its user wants it to act. you can change its mode at any time by using a bonus action to do so. only its master can change its mode.

1. Group healing, clockwork will use its turn to take a healing action on the member of the party with the lowest hit points within its area of movement 

2. Individual healing, clockwork will follow a specific party member or person around and use its turn to heal them

3. Specific task, clockwork will carry out a simple task. if the user wants clockwork to complected a more elaborate task they may need to use a full action to do so. this is done at the DMs discretion

4. Combat, clockwork will use its action to attack the enemy closest to its master. unless its master gives it a different target when selecting the combat mode   

Actions

Bite.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.     

Administer potion. Clockwork is able to carry up to three potions at a time which it can administer as an action 

Heal. (3 times per short rest) Clockwork can cast Cure Wounds at the 3rd Level

Healing Spray (once per short rest). Clockwork releases an alchemical healing spray in a 30-­foot cone. Each creature in that area must make a DC 12 Constitution saving throw, receiving 18 (3d10) healing on a failed save, or twice as much on a successful one.

Jeremypplett

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