Medium Humanoid, Neutral
Armor Class 14 Natural Armor
Hit Points 29 (5d8)
Speed 25 ft.
STR
18 (+4)
DEX
12 (+1)
CON
4 (-3)
INT
10 (+0)
WIS
8 (-1)
CHA
3 (-4)
Saving Throws STR +6
Skills Performance +11
Damage Resistances Bludgeoning, Cold, Fire
Damage Immunities Necrotic, Poison, Psychic, Radiant, Thunder
Senses Blindsight, Passive Perception 5
Languages All
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Senses Blindsight 60ft radius  

Single Minded The Clockwork Man is unable to be persuaded or charmed out of its fixed objective, which has been magically given to it by its master. This objective cannot be changed and the Clockwork Man will stop at nothing to do its job. The only way to do away with the enchantment is to use the Wish spell. Then you may cast your own enchantment upon the Clockwork Man with whatever objective(s) you like.

Actions

Slam. Melee Attack: The Clockwork Man picks up his target and slams them on the ground. +5 to hit, reach 6 ft, 1 target. Hit: 1d6+1 bludgeoning damage. The target must succeed on a DC 12 Dexterity saving throw to avoid the attack.  

Longsword. Melee Weapon Attack: +7 to hit, reach 2 ft., #1 target. Hit: 1d8+1 slashing damage. 

Crossbow, Light. Ranged Weapon Attack: +10 to hit, range 80/320 ft., 1 target. Hit: 1d8 piercing damage.

Description

The Clockwork Man, is a completely mechanical man enchanted to follow the orders of its master through magic. 

Monster Tags: Armor

Habitat: ArcticCoastalDesertForestGrasslandHillMountainUnderdarkUrban

Freezeray2004

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