42 lines
1.5 KiB
Markdown
42 lines
1.5 KiB
Markdown
# Clockwork Sentinel
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*Medium* *Construct*
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- **Armor Class:** 18
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- **Hit Points:** 60 (8d8+24)
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- **Speed:** walk 35 ft.
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- **Challenge Rating:** 4 (1,100 XP)
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- **Source:** A5e Monstrous Menagerie, page 52
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 16 (+3) | 12 (+1) | 16 (+3) | 1 (-5) | 6 (-2) | 1 (-5) |
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- **Skills:** athletics +5, perception +0, survival +0
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- **Damage Immunities:** poison, psychic
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- **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
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- **Senses:** blindsight 120 ft. (blind beyond that range), passive Perception 12
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- **Languages:**
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### Special Abilities
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- **False Appearance:** While motionless, the sentinel is indistinguishable from normal armor.
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- **Clockwork Nature:** A clockwork doesnt require air, nourishment, or rest, and is immune to disease.
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- **Immutable Form:** The clockwork is immune to any effect that would alter its form.
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### Actions
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- **Multiattack:** The sentinel attacks three times.
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- **Halberd:** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
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- **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.
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### Bonus Actions
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- **Overclock (Recharge 5-6):** The sentinel takes the Dash action.
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### Reactions
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- **Parry:** The sentinel adds 2 to its AC against one melee attack that would hit it.
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