Clockwork Sentinel

Medium Construct

Armor Class 18

Hit Points 60 (8d8+24)

Speed walk +35

Challenge 4

STR
16
+3
DEX
12
+1
CON
16
+3
INT
1
-5
WIS
6
-2
CHA
1
-5

Skills survival +0, athletics +5, perception +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

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.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open