Spell Turning. The sentinel has advantage on saving throws against any spell that targets only the sentinel (not an area). If the sentinel’s saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the sentinel and instead targets the caster.
Magic Resistance. The stone defender has advantage on saving throws against spells and other magical effects.
Clockwork Shield. Any creature behind this clockwork can see that the complex arrangement of its workings within its shield. Succeeding a DC 16 intelligence check will allow you to move the components in a way that will cause the shield to backfire on this clockwork the next time it tries to use Spell Turning. This will cause an 5 foot radius explosion (6d6) force damage and losing its sheild.
Multiattack. The guardian makes two fist attacks.
Great Hammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Shield. When a creature makes an attack against a friendly creature within 5 feet the guardian grants a +5 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.
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