Medium construct, Unaligned
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 105 (14d8 + 42) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 10 (+0) | 17 (+3) | 3 (-4) | 10 (+0) | 1 (-5) |
| Saving Throws | — |
|---|---|
| Skills | — |
| 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: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone.
In response to another creature within 5 feet of it being hit by an attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the attacker.