Clock Sentinel (5e Creature)

Clock Sentinel

Medium construct, lawful neutral


Armor Class 15 (natural armour)
Hit Points 10 (3d8 - 3)
Speed 0 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 8 (-1) 1 (-5) 3 (-4) 1 (-5)

Damage Vulnerabilities bludgeoning
Damage Resistances cold
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, prone
Senses truesight 120 ft., passive Perception 6
Languages understands the languages of its creator, but cannot speak
Challenge 0 (10 XP)


False Appearance. While the clock sentinel remains motionless and isn't flying, it is indistinguishable from a grandfather clock (although the hands are constantly at 12 o'clock).

Antimagic Susceptibility. The clock sentinel is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the clock sentinel must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Reactive. The clock sentinel can take one reaction on every turn in combat.

ACTIONS

Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 2 (1d6 - 1) bludgeoning damage. The clock sentinel takes equal bludgeoning damage. Miss: The clock sentinel continues moving for 30 feet, taking 1d6 bludgeoning damage for each 5 feet it has left to use if it hits a solid object.

REACTIONS

Alert. When bright light or a creature is within 30 feet of the clock sentinel, it emits a loud noise audible within 300 feet of it. The clock sentinel continues to make this noise until the disturbance moves out of range of its truesight and for 1d4 of the clock sentinel's turns afterwards. If the intruders are not destroyed, the clock sentinel will move so as to stay within range and continue making a noise, unless it is ordered by its creator to return to its post.

Alter Time. When a creature makes an attack roll against the golem's creator, it can impose disadvantage on the attack roll.When this is used, it cannot be used again until after a long rest.

The clock sentinel is a construct summoned by clockwork golems. When created, they find a place where they can alert the clockwork golem to intruders, so it can move to destroy them. The only sign that this is not a real clock is that its pendulum keeps swinging even though the clock hands are not moving. Notoriously weak, clock sentinels tend to avoid combat, instead dancing out of the enemies' reach far above to continue summoning reinforcements with its loud noise and to alter time, so as to assist its creator.

Constructed Nature. A clock sentinel doesn't require air, food, drink or sleep


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