16 (natural armor)
105 (14d8 + 42)
walk 30 ft.
poison
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
understands one language of its creator but can't speak
4
+2
The clockwork has advantage on saving throws against spells and other magical effects.
The clockwork doesn't require air, food, drink, or sleep.
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.