Clockwork Gatekeeper
The Clockwork Gatekeeper is a dormant guardian installed in a ruined observatory. It interprets nearby movement and sound as an attempt to breach the sealed chamber, then releases precise bursts of force while its brass arms lash at intruders. The mechanism is dangerous, but its patterns are regular enough for observant adventurers to exploit.
Clockwork Gatekeeper
Defenses
Detection
“A waist-high brass plinth stands before a sealed ruin entrance. Its face bears a tarnished clock dial with no hands, while three thin metal arms rest against the surrounding stone like folded spider legs. Tiny gears turn behind cracked glass whenever nearby creatures speak.”
Standard Engagement
The guardian activates when a creature touches the sealed entrance, steps within 5 feet of the plinth, or creates a sharp sound such as shouting, striking metal, or casting a spell with a verbal component within 20 feet.
On initiative count 20, the guardian releases one Resonant Time Pulse, then makes one Brass Arm Strike against the nearest creature within 10 feet. If no creature is within range, it makes no attack that round.
After 10 minutes without detecting movement, sound, or contact with the sealed entrance, the guardian returns to its dormant state. If disabled by locking its gears or damaging its mechanism, it does not reset until repaired.
When the guardian activates, each creature within 15 feet of the plinth must make a DC 14 Dexterity saving throw. On a failure, the creature takes 7 (2d6) force damage and is pushed up to 10 feet away from the plinth. On a success, it takes half damage and is not pushed.
The guardian makes one mechanical arm attack against the nearest creature within 10 feet. The attack bonus is +5. On a hit, the target takes 6 (1d8 + 2) bludgeoning damage and must succeed on a DC 13 Strength saving throw or fall prone.
The guardian's pulse does not distinguish friend from foe. It affects all creatures in the area, including creatures that triggered it.
The guardian's attacks follow a predictable rhythm. After observing one full round, a creature can use a bonus action to call out the timing. Until the start of that creature's next turn, allies within 15 feet of it have advantage on saving throws against Resonant Time Pulse.
The guardian cannot pursue creatures more than 10 feet from the plinth. Its arms retract, but the pulse still affects creatures within 15 feet.
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