17 (natural armor)
68 (8d8 + 32)
walk 30 ft.
fire
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
Common, Draconic, Telepathy 30 ft.
4
+2
The peacekeeper is immune to any spell or effect that would alter its form.
While the peacekeeper is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.
The peacekeeper makes two Slam attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage.
The peacekeeper releases a calming gas in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 14 Charisma saving throw or become charmed by the peacekeeper for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0.