Small Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 60 (10d8 + 22)
Speed 30 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages understands one language of its creator but can’t speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone.

Reactions

Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the attacker.

Description

The thick plates of stone riveted onto a stone defender give it substantial protection. Its chief role is as a bodyguard.

   
6 Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn’t function at the start of its next turn.
   
9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
   
   
7 Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
   

Habitat: ForestGrasslandHillMountain

RecklessDM

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