Stone Defender

Mordenkainen's Tome of Foes p. 126

Size
Medium
Type
construct
Alignment
unaligned
AC
16 (natural armor)
Hit Points
52 (7d8+21)
Speed
walk 30 ft.
Immunities
poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft.
Passive Perception
10
Languages
understands one language of its creator but can't speak
Challenge
4
Environment
forest, grassland, hill, mountain
STR
19
+4
DEX
10
+0
CON
17
+3
INT
3
−4
WIS
10
+0
CHA
1
−5

Traits

False Appearance

While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface.

Magic Resistance

The stone defender has advantage on saving throws against spells and other magical effects.

Actions

Slam

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone.

Reactions

Intercept Attack

In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker.

Other data

description

The gnomes' efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations.

Constructed Nature: A clockwork doesn't require air, food, drink, or sleep.

Individual Designs: A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.

A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.

Clockwork Enhancements:

d10Enhancement
1Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine.
2Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it.
3Improved Armor. The clockwork's AC increases by 2.
4Increased Speed. The clockwork's speed increases by 10 feet.
5Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
6Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
7Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
8Suction. The clockwork gains a climbing speed of 30 feet.
9Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice).
10Water Propulsion. The clockwork gains a swimming speed of 30 feet.

Clockwork Malfunctions:

d10Malfunction
1Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3Ground Fault. The clockwork has vulnerability to lightning damage.
4Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it.
5Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to.
6Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
7Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting.
8Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
9Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
10Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.