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Clockwork Sentinel in Dungeons & Dragons 5e

Clockwork Sentinel

Large construct, unaligned
Armor Class 19
Hit Points 13d10+39
Speed 30ft Climb: 30ft

STR
16 +3
DEX
14 +2
CON
16 +3
INT
10 0
WIS
14 +2
CHA
12 +1

Skills Athletics +7, Acrobatics +6, Insight +6, Perception +6
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 16
Languages Understands all languages, but only the literal meaning
Challenge 6

At will: Comprehend Languages - Constant


Augment. The Clockwork Sentinel can have up to 1 augment rune.   Regeneration. The Clockwork Sentinel regains 7 hit point at the start of its turn if it has at least 1 hit point.   Reconstruct. Clockwork Sentinel that have been destroyed can be reconstructed. The process requires 3 days and a DC 16 Tinker check, or 1200 gold. (A Tinker check requires Tinker's Tools)   Sentinel's Cover While adjacent to the Clockwork Sentinel the attuned master has half-cover   Proficiencies. Clockwork Sentinels are proficient in simple weapons, martial weapons and shields.


Actions

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d6+3 Bludgeoning Damage

Reactions

Greater Sentinel's Cover If the Sentinel is adjacent to their master when their master would be hit by an attack, the Sentinel can provide three-quarters cover instead of half-cover until the start of the Sentinel's next turn, or they are no longer adjacent to their master.   Shield From Harm. If the Sentinel is adjacent to their master when their master would be hit by an attack, the Sentinel can take the damage instead.


 

Clockwork Sentinels are unfailing stalwart defenders of their attuned masters, and follow them everywhere.


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