Medium Construct, Unaligned
Armor Class 16 (cannith plate)
Hit Points 47 (6d8 + 20)
Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages understands one language of its creator but can’t speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.

Vulnerabilities. The clockwork is vulnerable to lightning and bludgeoning damage

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

Called to Service. The clockwork is activated by a Sharn Watch Captain, and powers down when the captain is killed, when the captain's command stone is deactivated, or when the power core in the clockwork's chassis is destroyed (AC19, HP5 for called shots). A deactivated clockwork that is reactivated via the command stone retains memories of foes and allies, and will not obey commands of anyone besides the captain assigned to it. A reactivated clockwork whose captain has been killed self-deactivates after 1d10 days. A clockwork's captain can be re-programmed after 1d6 days of work, modified by tinkering checks from an artificer adept in working with clockwork machinery. 

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone.

 

 

Bonus Actions

Bulwark (Once per day). As a bonus action, the clockwork engages its protective energy. For the next minute, when any ally of the clockwork within a 20 feet is attacked by a ranged martial or spell attack, the attacker must roll a d6. On a 5 or a 6, the attack targets as planned, on a 3 or 4 the attack instead targets the clockwork, and on a 1 or 2 the attack misses. This ability requires concentration. 

Reactions

Field Medic. If an ally of the clockwork within 5 feet of it dies or goes unconscious from taking damage in combat, the clockwork can administer emergency first aid, instantly healing the ally for 1d4+2 hp. 

Description

The thick plates of stone riveted onto a city protector give it substantial protection. Its chief role is as a bodyguard.


Clockworks

A predecessor to the warforged, House Cannith discovered the formula for creating clockwork constructs early into the last war, leading to a proliferation of clockwork and similar construct-based weapons and battlefield designs. In the latter years of the Last War, these designs were expanded to clockworks created for civic, security, and other duties in peacetime. Clockwork City Protectors are a special invention of Merrix d'Cannith, who produces them from his forgehold in Ashblack and gifts them to the city of Sharn, free of charge. 

Uniform Design

City Protectors are built to be a uniform security force assisting the Sharn Watch and tied directly to specific watch captains. As such, the protectors themselves are of uniform design, with the Brelish and House Cannith insignias emblazoned on each breast. Some watch captains distinguish between their city protectors by giving them differently colored or designed capes. 

Habitat: Urban

Brickwall5

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