Small construct, lawful neutral
Armor Class: 16 (Natural Armor)
Hit Points: 80 (20d6 + 20)
Speed:
20 ft
, fly: 40 ft
Saving Throws: WIS +7
Skills: Insight +7, Perception +7
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities: Force, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Darkvision 120 ft., Truesight 120 ft., Passive Perception 17
Languages: Common, Primordial
Challenge Rating: 5
Alert. The clockwork can not be surprised.
Death Alarm. When the clockwork is reduced to half of its hit points it casts faerie fire with a DC of 16.
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.
Mechanical Sight. Magical darkness doesn't impede the construct's darkvision.
Actions
Multiattack. The clockwork can make two eye rays attacks.
Eye Ray. Spell attack +7 to hit, range 30 ft. 1 target. Hit. 6 (2d6) force damage.
Bonus Actions
Unnerving Gaze. Any creature who can see the clockwork must make a Wisdom Saving throw DC 15 or become frightened for 1 minute. On a success, they have advantage on saving throws against this ability for 24 hours.
Reactions
Enemy Knowledge. When the clockwork gets hit by an attack They make an insight check against the attacker's deception check. If their insight check is higher they have advantage on attack rolls made against the creature until the end of their next turn and their eye ray deals an additional 1d6 force damage.
A small owl-like metal construct is covered in fleshy eyes always looking around it. Instead of wings, it has two metal arms that are covered in eyes.
These creatures are the messengers, guardians, and scouts of Spirit Armies.