Tiny Construct, Unaligned
Armor Class 10
Hit Points 7 (1d6 + 3)
Speed 20 ft., Burrow 5 ft.
STR
8 (-1)
DEX
11 (+0)
CON
16 (+3)
INT
3 (-4)
WIS
12 (+1)
CHA
1 (-5)
Damage Immunities Poison, Psychic
Senses Blindsight 60 ft., Passive Perception 11
Languages The clockwork construct understands all languages of its creator, but cannot speak them.
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Blindsight. The clockwork construct has blindsight with a radius of 60 feet, and it is blind beyond this radius.

Antimagic Susceptibility. The clockwork construct is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the clockwork construct must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Lifelike. While the clockwork construct is viewed from a distance and isn't performing obviously abnormal activities, it resembled an ordinary creature. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check.

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

Repair. Repairing the clockwork construct requires a creature proficient with tinker's tools 1 hour of work and 50 gp worth of materials. The clockwork construct regains 1d4 + the repairer's Intelligence modifier (minimum 0) hit points.

Constructed Nature. A clockwork badger does not require air, food, drink, or sleep.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Runestone13

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