Medium Construct, Neutral
Armor Class 14 Natural armor
Hit Points 30 (4d8 + 12)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
16 (+3)
INT
6 (-2)
WIS
6 (-2)
CHA
6 (-2)
Damage Resistances Poison, Psychic
Senses Passive Perception 8
Languages Common Understands Common but can't speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Constructed Nature. The clockwork marksman does not require air, food, drink, or sleep.

Mechanical Fortitude. If damage reduces the clockwork marksman to 0 hit points, it must make a constitution saving throw with a DC of 5 + the damage taken, unless the damage is lightning or from a critical hit. On a success, the clockwork marksman drops to 1 hit point instead.

Actions

Rifle. Ranged Weapon Attack: +5 to hit, range 90/180 ft., 1 target. Hit: 8 (1d8 + 4) piercing damage.
Firing the Rifle requires the Clockwork Guard to Reload before firing the Rifle again.

Bayonet. Melee Weapon Attack: +3 to hit, reach 10 ft., 1 target. Hit: 4 (1d6 + 1) piercing damage. 

Reload. Clockwork Marksman reloads his rifle.

thepeterharrison

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