Medium construct, Unaligned
| Armor Class | 13 |
|---|---|
| Hit Points | 36 (8d8) |
| Speed | 30 ft., burrow 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 16 (+3) | 11 (+0) | 3 (-4) | 14 (+2) | 1 (-5) |
| Saving Throws | — |
|---|---|
| Skills | Perception +6, Stealth +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison |
| Condition Immunities | charmed; exhaustion; frightened; paralyzed; petrified; poisoned |
| Senses | darkvision 60 ft., passive Perception 16 |
| Languages | understands one language of its creator but can't speak |
| Challenge | 1 |
The clockwork doesn't provoke opportunity attack when it burrows.
The clockwork has advantage on saving throws against spells and other magical effects.
The clockwork doesn't require air, food, drink, or sleep.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage.
Each creature in contact with the ground within 15 feet of the clockwork must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.