Wiki › Monsters & Creatures

Clockwork Sentinel A5E

CR 4 construct

Medium construct, chaotic evil


Armor Class
18
Hit Points
60 (8d8+24)
Speed
35 ft.

STR16 (+3)
DEX12 (+1)
CON16 (+3)
INT1 (-5)
WIS6 (-2)
CHA1 (-5)

Saving Throws
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., passive Perception 12
Languages
—
Challenge
4 (1,100 XP) · Proficiency Bonus +2

Clockwork Nature.

A clockwork doesnt require air, nourishment, or rest, and is immune to disease.

False Appearance.

While motionless, the sentinel is indistinguishable from normal armor.

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.

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details