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.
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.
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. |
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