Antimagic Susceptibility. The nursery is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the nursery must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Age Recognition. The nursery was designed to rear children, and can recognize whether a creature is an adult by way of magic. It will never take action against a child.
Multiattack. The nursery makes three melee attacks.
Toy Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Educational Illusion. The nursery activates its magical projectors designed with various educational presets for children, creating an illusory realm within a 20 foot radius surrounding the nursery. Any creature caught within the illusion must succeed a DC 15 Wisdom saving throw or become trapped within and unable to see or hear creatures outside the illusion. The illusory realm bears the appearance of a school classroom with no exit and contains a basic puzzle intended to teach children critical thinking skills. The effect ends once the puzzle is complete or the nursery is destroyed. The nursery will not attack targets who are under the illusion.
Guardian Protocol. If a child within 10 feet of the nursery would be hit by an attack or fail a Dexterity saving throw, the nursery can interpose itself and become the sole target of the attack or resulting effect.
Description
Initially appearing as an ornate cradle surrounded by numerous long metal appendages that end in toys or magical projectors, this construct can easily be mistaken for a mundane if slightly strange nursery at first glance. Its magical nature becomes obvious when it springs into motion, using its many appendages to crawl about in the fashion of a spider. Often found guarding bedrooms in abandoned abodes from intruders, unaware and unwilling to believe that its makers have long since perished.
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