Clockwork Sentinel
Medium Construct
Armor Class 18
Hit Points 60 (8d8+24)
Speed walk +35
Challenge 4
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