Large Construct, Typically Lawful Neutral
Armor Class 22 (natural armor)
Hit Points 169 (20d12 + 50)
Speed 60 ft., Climb 30 ft.
STR
17 (+3)
DEX
19 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
9 (-1)
CHA
7 (-2)
Saving Throws STR +8, DEX +9
Skills Perception +6
Damage Immunities Lightning, Poison
Senses Darkvision 120 ft., Passive Perception 16
Languages Thri-kreen, Ziklight
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Shutdown. If targeted by dispel magic, the guardian must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any damage.

Unusual Nature. The guardian doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The guardian makes one Bite attack and two Rotating Saw attacks, or it makes two Lightning Jolt attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Rotating Saw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Lightning Jolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 18 (3d10 + 2) lightning damage.

Spelljamming Helm Interface. The guardian attaches to a spelljamming helm it can see within 5 feet of itself and attunes to the helm instantly. If another creature is already attuned to the helm, that creature’s attunement to the helm ends when the guardian’s attunement begins. The guardian can operate the helm even though it isn’t a spellcaster. The guardian can detach from the helm as a bonus action, which ends its attunement to the helm.

Description

Clockwork Guardians are ruthless beast-like automatons— eldritch machines encased in adamantine or some other precious metal. They have been created to protect or guard something or someone. Clockwork guardians have no goals or aspirations. 

The body of a clockwork guardian is about six feet in diameter, but the legs give it an overall diameter of ten feet. Embedded in the front of its head is a crystal that enables the clockwork guardian to see.

Clockwork guardians communicate with each other by means of clicks and whirs. A guardian can also emit light from its crystal eye, issuing dot-and-dash messages to other creatures that can see the light. Creatures besides clockwork guardians can learn this blinking light code, which is called Ziklight.

When another creature enters its vicinity, a clockwork guardian scans, then attacks that creature (if given the order or the target is not permitted) with its razor-sharp teeth and two tiny rotating saws mounted at the tips of its forelimbs. A guardian can also discharge bolts of lightning from a short lightning rod embedded in its body.

When a clockwork guardian dies, the magic that created it consumes it over a period of 1 minute. Its metallic body and crystal eye degrade rapidly until nothing is left but a small heap of glittering dust.

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