```col-md
flexGrow=2
===
# Clockwork Servant
Small construct unaligned
 
**Armour Class:** 14 (natural armor)<br>
**Hit Points:** 28 [roll:8d6]<br>
**Proficiency Bonus:** <br>
**Movement:** 30
 
---
 
| **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
|---------|---------|---------|---------|---------|---------|
| 10 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 10 (+0) | 8 (-1) |
 
---
 
**Saving Throws:** <br>
**Skills:** Perception +2<br>
**Senses:** Darkvision 60 ft., passive Perception 12<br>
**Languages:** Understands the languages of its creator but can’t speak<br>
**Challenge:** 1 / (200XP)
 
**Damage Immunities:** Poison<br>
**Condition Immunities:** Charmed, Exhaustion, Poisoned<br>
```
 
```col-md
 
![[plots/clockwork-tower/images/clockwork-servant.png]]
 
```

Special Abilities

Constructed Nature.

The Clockwork Servant doesn’t require air, food, drink, or sleep.

Magic Resistance.

The Clockwork Servant has advantage on saving throws against spells and other magical effects.

Repair Mode.

The Clockwork Servant can spend its action to regain 1d6 Hit Points. This ability can’t be used again until the Clockwork Servant completes a short or long rest.

Actions

Multiattack

The Clockwork Servant makes two slam attacks.

Slam

Melee Weapon Attack: +4 to hit , reach 5 ft., one target.

Hit: 5 bludgeoning damage.

Assist (Recharge 5-6)

The Clockwork Servant can assist its allies within a 30-foot radius, granting them advantage on the next ability check or attack roll they make before the end of their next turn.

Description

The Clockwork Servant is intended to be more of a utility companion than a combat monster. It can heal itself, help with tasks, and offer support during encounters. Its Assist action is particularly useful for giving players an edge when they most need it.


Source: Penny Blood Adventures