Antimagic Susceptibility The clock is incapacitated while in the area of an antimagic field. If targeted with Dispel Magic, the clock must make a Constitution saving throw against the caster's spell DC or fall unconscious for 1 minute.
False Object. If the clock is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the clock move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the clock is animate.
Metronome. At the start of its turn, the clock gives off a metronome sound by ticking its hands. Creatures within 30 ft. of the clock that can hear it must succeed on a DC 13 Wisdom saving throw are stunned for one minute.
Creatures can repeat their saving throw at the end of each of their turns to end the effect on a success. On a successful saving throw, creatures are immune to being charmed by this ability for the next 24 hours.
Clock Strike. Melee Weapon Attack: +6 to hit, 5ft, one target. Hit: 7(1d8+2) bludgeoning damage.
Chime (Recharge 5-6). Creatures within 20 ft. of the clock must make a DC 13 Constitution saving throw. On a failed saving throw, creatures take 10 (4d4) thunder damage and are stunned and deafened until the end of their next turn. On a successful saving throw, creatures take half damage and are not stunned or deafened.
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