Clockwork Guardian - AI-generated fantasy Monster

Clockwork Guardian

The Clockwork Guardian was built after the first expedition through the Corridor of Whirring Bones failed to return. Its creator, Master Veyr, embedded a simple directive in its command core: prevent passage beyond the bronze vertebrae gate. Centuries later, the guardian no longer remembers whom it protects, only that the corridor must remain sealed. Its iron body has been repaired repeatedly with mismatched parts, and the voices of previous technicians occasionally echo through its damaged speaker grille.

LargeConstruct(Construct)CR Challenge 5Unaligned

Clockwork Guardian

constructclockworkbruiserguardiansteamindustrialdungeoncorridor encounter
HP95AC+7SPD30 ft.CR5 (1,800 XP)AthleticsPerception
STR
20
save
DEX
10
CON
18
save
INT
6
WIS
10
save
CHA
5
Immutable Form. The guardian is immune to any spell or effect that would alter its form.
Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects.
Constructed Resilience. The guardian has advantage on saving throws against being poisoned, and it does not need to eat, drink, breathe, or sleep.
Corridor Sentinel. The guardian cannot be surprised while it is connected to the machinery of the Corridor of Whirring Bones. While in that corridor, it has advantage on checks made to detect tampering with nearby mechanisms.
Multiattack. The guardian makes two Clockwork Slam attacks.
Clockwork Slam. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 10 () bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 10 feet and knocked prone.
Steam Burst. The guardian vents superheated pressure in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 18 () fire damage on a failed save, or half as much damage on a successful one. The area becomes lightly obscured by steam until the start of the guardian's next turn. The guardian cannot use Steam Burst again until it has recharged after rolling a 5 or 6 on a d6.
Pressure Reprisal. When a creature within 5 feet of the guardian hits it with a melee attack, the guardian vents a short burst of steam. The attacker must succeed on a Dexterity saving throw or take 5 () fire damage and be pushed 5 feet away. The guardian can use this reaction three times per day.
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