OGC:Clockwork Knight (5e Creature)
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Medium construct, unaligned
Skills Athletics +6, Perception +2, Survival +0
False Appearance. While the clockwork knight remains motionless, it is indistinguishable from a normal suit of armor on display.
Illusion-Proof. The clockwork knight is immune to figments. invisibility and other illusion spells that do not create figments affect the clockwork knight normally.
Overclock (Recharge 6). The clockwork knight takes the Dash action as a bonus action on its turn.
Relentless Programming. When the clockwork knight sees a creature that is unknown to it, not a construct, and not in a designated area, the clockwork knight marks the creature. The clockwork knight pursues and attacks the marked creature until it or the creature is destroyed, or the clockwork knight is 1 mile from the place it is programmed to guard. The clockwork knight may know up to 3 creatures.
Multiattack. The clockwork knight attacks three times.
Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Calculated Sweep. The clockwork knight can use its action to make a melee attack against any number of creatures within 10 feet of it, with a separate attack roll for each target. On a critical hit, the target makes a Strength saving throw against the damage taken or is knocked prone.
Purchased almost exclusively by royalty, clockwork knights are among the most complicated tinkerer creations and take years or sometimes decades to build. Once created however these constructs are exceptionally hardy and can remain intact for thousands of years, faithfully watching over the wealthy patrons that commissioned them before passing away—indeed, many do not live to see their eternal guards completion after hiring a machinist to build one.