Clockwork Guardian

Clockwork guardians are Spirits who were always wary in their mortal life. Depending on their morals in life they will form in the realms of lawful Spirits and serve those courts with unquestioning loyalty.

Basic Information

Anatomy

They are small creatures in the shape of owls but made out of the metal of the Spirits.

Additional Information

Social Structure

While not being particularly powerful Spirits they are valued for their scouting ability. Many greater Spirits also keep one in their private chambers; which gives the Guardian a fair amount of influence with lesser Spirits who believe the Guardian will reveal secrets.

Perception and Sensory Capabilities

Their eyes are made of the finest diamonds that can be found in the Eternal Domain. THis allows them to see anything in its true form and past all deceptions.

Clockwork Guardian CR: 5

Small construct, lawful neutral
Armor Class: 16 (Natural Armor)
Hit Points: 80 (20d6 + 20)
Speed: 20 ft , fly: 40 ft

STR

8 -1

DEX

14 +2

CON

12 +1

INT

14 +2

WIS

18 +4

CHA

10 +0

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.