Medium Construct (Gnome), Lawful Good
Armor Class 14 plated chassis
Hit Points 18 (18d6 + 4)
Speed
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
3 (-4)
WIS
10 (+0)
CHA
3 (-4)
Saving Throws CON +3
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Constructed Resilience. The guardian doesn’t need to eat, drink, breathe, or sleep.

Mechanical Precision. Advantage on saving throws against being blinded, deafened, or stunned.

Containment Protocol. When the guardian drops to 0 HP, it releases a burst of static energy. Each creature within 5 feet must succeed on a DC 11 Dexterity saving throw or take 1d6 lightning damage.

Actions

Clockwork Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) bludgeoning damage.

Stasis Net (Recharge 5–6). The guardian launches a glowing wire-net at a creature within 15 ft. Target must succeed on a DC 11 Strength saving throw or be Restrained until the end of its next turn.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Any

DanielWard57382

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