AC 18 (natural armor)
HP 60 (8d8 + 24; bloodied 30)
Speed 35 ft.
Proficiency +2; Maneuver DC 13
Skills Athletics +5, Perception +0 (+1d4), Survival +0 (+1d4)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 120 ft. (blind beyond that range), passive Perception 12
Languages —
False Appearance. While motionless, the sentinel is indistinguishable from normal armor.
Clockwork Nature. A clockwork doesn't require air, nourishment, or rest, and is immune to disease.
Immutable Form. The clockwork is immune to any effect that would alter its form.
ACTIONS
Multiattack. The sentinel attacks three times.
Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Calculated Sweep. The sentinel makes a melee attack against each creature of its choice within 10 feet. On a critical hit, the target makes a DC 13 Strength saving throw , falling prone on a failure.
BONUS ACTIONS
Overclock (Recharge 5–6). The sentinel takes the Dash action.
REACTIONS
Parry. The sentinel adds 2 to its AC against one melee attack that would hit it.
Combat
The clockwork sentinel attacks unauthorized creatures, pursuing them for up to 1 mile if they flee the area the sentinel has been programmed to guard.
Legends and Lore
With an Engineering or History check, characters can learn the following:
DC 15 Engineers and artificers can build metal spiders, suits of armor, and larger constructs out of nothing but gears and springs.
DC 20 Clockworks are not magical and don’t think or learn. Given the same situation, they will always act the same way.
A luxury only the truly wealthy can afford, clockwork sentinels are among the most complicated clockworks in existence. They can take years or even decades to build, but once complete they are exceptionally durable. A clockwork sentinel can remain functional for hundreds of years, faithfully watching over their owners—or the halls of their long-abandoned estates—for generations.
1 Patrolling: attacks intruders on sight
2 Stationary: attacks if intruders take certain forbidden actions
3 Malfunctioning: emitting sparks as it walks in a circle or performs some useless activity. Attacks if interacted with
4 Follows a list of preprogrammed instructions
1 Ruts worn into stone floors
2 Distant clanks, clicks, and hisses
3 Workbenches containing artisan tools, gears, springs, and the like
4 Inert and half-assembled engineering projects
Clockworks guard palaces, fortresses, and ancient tombs.
CR 0–2 bolt-thrower ; 1d4 gear spiders
CR 3–4 clockwork sentinel ; 2 bolt-throwers ; bolt-thrower with animated armor
CR 5–10 crusher ; clockwork sentinel with 1 to 3 bolt-throwers
Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.