Medium Construct, Any Alignment
Armor Class 18 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 35 ft.
STR
16 (+3)
DEX
13 (+1)
CON
17 (+3)
INT
1 (-5)
WIS
3 (-4)
CHA
1 (-5)
Skills Athletics +6, Perception +2
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison, Psychic
Senses Passive Perception 12
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

False Appearance. While the clockwork knight remains motionless, it is indistinguishable from a normal suit of armor on display.

Illusion-Proof. The clockwork knight is immune to figments. invisibility and other illusion spells that do not create figments affect the clockwork knight normally.

Overclock (Recharge 6). The clockwork knight takes the Dash action as a bonus action on its turn.

Relentless Programming. When the clockwork knight sees a creature that is unknown to it, not a construct, and not in a designated area, the clockwork knight marks the creature. The clockwork knight pursues and attacks the marked creature until it or the creature is destroyed, or the clockwork knight is 1 mile from the place it is programmed to guard. The clockwork knight may know up to 3 creatures.

Actions

Multiattack. The clockwork knight attacks three times.

Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Calculated Sweep. The clockwork knight can use its action to make a melee attack against any number of creatures within 10 feet of it, with a separate attack roll for each target. On a critical hit, the target makes a Strength saving throw against the damage taken or is knocked prone.

 

Description

There’s no more warning than the whirring of a few gears as the statue of a knight nearby turns its head and steps down onto the stonework, its movements shaking a small nimbus of dust off its form.

Purchased almost exclusively by royalty, clockwork knights are among the most complicated tinkerer creations and take years or sometimes decades to build. Once created however these constructs are exceptionally hardy and can remain intact for thousands of years, faithfully watching over the wealthy patrons that commissioned them before passing away—indeed, many do not live to see their eternal guards completion after hiring a machinist to build one.

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: Urban

Grendorthegolden

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