AC 14 (natural armor)
HP 44 (8d6 + 16; bloodied 22)
Speed 15 ft., climb 15 ft.
Clockwork Nature. A clockwork doesn't require air, nourishment, or rest, and is immune to disease.
Immutable Form. The clockwork is immune to any effect that would alter its form.
Proficiency +2; Maneuver DC 13
Skills Perception +0 (+1d8)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 120 ft. (blind beyond that range), passive Perception 14
Languages —
Clockwork Sights. The bolt-thrower does not have disadvantage on attack rolls when making ranged attacks within 5 feet of a hostile creature.
Rooted. The bolt-thrower can use a bonus action to anchor itself to or detach itself from a surface. While anchored, the bolt-thrower’s Speed is 0, and a DC 20 Strength check is required to detach it. A bolt-thrower cannot use its heavy crossbow unless it is anchored.
ACTIONS
Multiattack. The bolt-thrower attacks once with each of its crossbows.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Combat
The bolt-thrower fires bolts at the closest unauthorized creature. If struck in melee, it fires both bolts on its next turn, detaches as a bonus action, and moves away from its attacker. On its next turn, unless struck in melee again, it anchors itself and fires its bolts.
Legends and Lore
With an Arcana or History check, characters can learn the following:
DC 10 Spellcasters can animate objects as permanent guardians. While nearly anything can be animated, weapons and armor, rugs, and statues are most common.
DC 15 An animated object can be permanently destroyed with dispel magic. Breaking it into pieces works too.
Bolt-throwers are among the most common and affordable clockworks, highly valued for their versatility. Bolt-throwers are usable anywhere there’s a wall, ceiling, or roof, and are not as time-intensive to create as their more complex counterparts.
1-3 Immobile, attacking when an intruder comes within a set distance
4 When approached, delivers a riddle or warning with a magic mouth and attacks those that don’t heed it
5 Loudly patrolling or mock-fighting
6 Immobile, attacking only when intruders approach an object or location it guards
1 Ruts worn into stone floors
2 Distant clanks, clicks, and hisses
3 Workbenches containing artisan tools, gears, springs, and the like
4 Inert and half-assembled engineering projects
Animated objects stand guard in magical laboratories and ancient ruins.
CR 0–2 1d4 flying swords ; 1 or 2 animated armors ; rug of smothering
Treasure 700 sp, silver and agate bracelet (25 gp)
CR 3–4 3 or 4 animated armors ; 2 animated armors with 1d4 flying swords ; walking statue ; rug of smothering with animated armor and 2 flying swords
Treasure 350 gp, spell scrolls of thunderwave and unseen servant
Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.