Armor Class
13
(natural armor)
Hit Points
26
(4d8)
Speed
25 ft.
STR
14
(+2)
DEX
11
(+0)
CON
15
(+2)
INT
1
(-5)
WIS
3
(-4)
CHA
1
(-5)
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
Blindsight blindsight 60 ft. (blind beyond this radius), Passive Perception 6
Languages
--
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Clockwork Mind. The attendant can't be compelled to act in a manner contrary to its nature or instructions.
Antimagic Susceptibility. The attendant is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the attendant must succeed on a Constitution saving throw against the spell save DC or fall unconscious for 1 minute.
Actions
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1D6+2) bludgeoning damage.
Bonus Actions
Clockwork Precision (Recharge 6). The clockwork attendant can use its reaction to turn any attack roll, ability check or saving throw that a creature makes within 30 feet of it into a 10.
Comments