# Clockwork Sentinel *Medium* *Construct* - **Armor Class:** 18 - **Hit Points:** 60 (8d8+24) - **Speed:** walk 35 ft. - **Challenge Rating:** 4 (1,100 XP) - **Source:** A5e Monstrous Menagerie, page 52 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 16 (+3) | 12 (+1) | 16 (+3) | 1 (-5) | 6 (-2) | 1 (-5) | - **Skills:** athletics +5, perception +0, survival +0 - **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:** ### Special Abilities - **False Appearance:** While motionless, the sentinel is indistinguishable from normal armor. - **Clockwork Nature:** A clockwork doesnt 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.