Medium Construct, Typically Neutral
Armor Class 16 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
8 (-1)
WIS
12 (+1)
CHA
4 (-3)
Skills Perception +3
Damage Immunities Fire, Poison, Psychic
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 13
Languages Common Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Death Burst. When the Clockwork Guard is killed, every creature in a 10 ft. radius has to make a DC 15 Dex save, taking 7 (2d4 + 2) fire damage.

 Damage Absorption. When the Clockwork Guard takes fire damage it regains hit points equal to the damage taken.

Actions

Thunderspear. Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 60/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack, +7 (2d4 + 2) thunder damage.

Grasp. Melee Weapon Attack: +5 to hit, reach 5 ft. one target. Hit: 7 (1d10 + 2) fire damage.

Description

Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.

Previous Versions

Name Date Modified Views Adds Version Actions
11/25/2023 2:35:33 PM
2
0
1
Coming Soon

Monster Tags: NPC

Habitat: Urban

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