Clockwork Humanoid (5e Creature)

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Clockwork Humanoid[edit]

Medium construct, unaligned


Armor Class 16 (natural armor)
Hit Points 30 (4d8 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 3 (-4) 9 (-1) 9 (-1)

Skills Athletics +6 (soldier only), Performance +1 (entertainer only), Stealth +5 (scout only)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages of its creator but can't speak
Challenge 1 (200 XP)


Immutable Form. The clockwork humanoid is immune to any spell or effect that would alter its form.

Magic Resistance. The clockwork humanoid has advantage on saving throws against spells and other magical effects.

Magic Weapons. The clockwork humanoid's weapon attacks are magical.

Specialization. The clockwork humanoid has a specialization that is chosen when it is created and cannot be changed.

Soldier. A clockwork soldier has AC 18 (natural armor).
Entertainer. A clockwork entertainer can speak.
Scout. A clockwork scout's movement speed is increased by 5 feet.

ACTIONS

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.


Clockwork humanoids are constructs built thruogh common gnomish techniques with a specific person in mind. They live out their existences in order to serve their creator and fulfill that purpose.

Constructed Nature. A clockwork humanoid doesn't require air, food, drink, or sleep.

Variant: Sentient Clockwork Humanoid

Through purposeful or accidental means, a clockwork humanoid may gain sentience. Sentient clockwork humanoids tend to have lawful alignments and have Intelligence, Wisdom and Charisma scores of 10 (+0).

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