Medium construct, Unaligned
| Armor Class | 13 |
|---|---|
| Hit Points | 91 (14d8 + 28) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 14 (+2) | 3 (-4) | 10 (+0) | 1 (-5) |
| Saving Throws | — |
|---|---|
| Skills | Stealth +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison |
| Condition Immunities | charmed; exhaustion; frightened; paralyzed; petrified; poisoned |
| Senses | darkvision 60 ft., passive Perception 10 |
| Languages | understands one language of its creator but can't speak |
| Challenge | 4 |
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: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random effect (roll a d6):
1–2: Confusion
On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature.
3–4: Paralysis
The target is paralyzed until the end of its next turn.
5–6: Poison
The target takes 13 (3d8) poison damage.