Small Fey, Chaotic Neutral
Armor Class 15 Natural Armor
Hit Points 29 (6d8 + 5)
Speed 30 ft.
STR
13 (+1)
DEX
17 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
13 (+1)
Skills Acrobatics +5, Deception +2, Perception +5, Stealth +7
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Elvish, Sylvan 'Understands the languages of its creator but cannot speak them'
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Death Flash. When the Clockwork Darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in the area and able to see the bright light must succeed on a DC 12 Constitution saving throw or take 7 (2d6) radiant damage and be blinded until the end of the creature's next turn. If successful, the creature takes half of the damage and is not blinded

Elemental Nature. A Clockwork Darkling doesn't require air, food, drink, or sleep.

Immutable Form. The Clockwork Darkling is immune to any spell or effect that would alter its form.

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

Magic Weapons. The Clockwork Darklings attacks are magical

Spare Parts. The Clockwork Darkling's spare part, when destroyed, provides another clockwork with darkvision of 60 feet and the ability to speak Elvish and Sylvan

Actions

Multiattack. The Clockwork Darkling makes two melee attacks

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3)piercing damage. If the Clockwork Darkling had advantage on the attack roll, the attack deals an extra 10 (3d6) piercing damage

Darkness. Once per day, the Clockwork Darkling can cast Darkness without any components and Wisdom is its spellcasting ability.

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