Constructed Nature. The clockwork satyr does not require air, food, drink, or sleep.
Mechanical Fortitude. If damage reduces the clockwork satyr 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.
Club. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) bludgeoning damage.
Leap. The clockwork satyr leaps up to 30 feet into the air (in order to descend into a chimney)
Stuff. The clockwork satyr attempts to stuff either a pile of gold or a small child into their sack
Reward. The clockwork satyr summons an Animated Coal from their sack.
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