Medium Humanoid (Warforged), Neutral Good
Armor Class 13 (16 with mage armor)
Hit Points 49 (9d8 + 9)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
13 (+1)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +6, WIS +4
Skills Arcana +6, History +6
Senses Passive Perception 11
Languages Common, Dwarvish, Elvish, Orc
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Spellcasting. Clock is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Clock has the following wizard spells prepared:

Cantrips (at will): friends, mage hand, mending, message
1st level (4 slots): charm person,* mage armor, magic missile
2nd level (3 slots): hold person,* invisibility, suggestion*
3rd level (3 slots): fireball, haste, tongues
4th level (3 slots): dominate beast,* stoneskin
5th level (2 slots): hold monster*
*Enchantment spell of 1st level or higher

Warforged Resilience. Clock has advantage on saving throws against being

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) bludgeoning damage if used two hands.

Reactions

Instinctive Charm (Recharges after Clock Casts an Enchantment
Spell of 1st Level or Higher). Clock tries to magically divert an attack made against him, provided that the attacker is within 30 feet of him and visible to him. Clock must decide to do so before the attack hits or misses.
Clock must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than Clock or itself. If multiple creatures are closest, the attacker chooses one to target.

Sirrurg

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