Medium construct, unaligned
- Armor Class
- 13
- Hit Points
- 36 (8d8)
- Speed
- 30 ft., burrow 30 ft.
- Challenge
- 1 (200 XP)
STR
10
+0
DEX
16
+3
CON
11
+0
INT
3
-4
WIS
14
+2
CHA
1
-5
- Skills
- Stealth +7, Perception +6
- Damage Immunities
- poison
- Condition Immunities
- charmed; exhaustion; frightened; paralyzed; petrified; poisoned
- Senses
- darkvision 60 ft., passive Perception 16
- Languages
- understands one language of its creator but can't speak
Traits
Earth Armor.
The clockwork doesn't provoke opportunity attacks when it burrows.
Magic Resistance.
The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature.
The clockwork doesn't require air, food, drink, or sleep.
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage.
Lightning Flare (Recharges after a Short or Long Rest).
Each creature in contact with the ground within 15 feet of the clockwork must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.