b'Clockwork Companion, Clockwork Guardian \n'b'  Family:   Clockwork  \n'b'  Medium   construct ,  unaligned  \n'b'  Armor Class  15 (natural armor)  Hit Points  31 (7d8)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  10 (+0)  CON:  10 (+0)  INT:  5 (-3)  WIS:  12 (+1)  CHA:  3 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Athletics  +3,  Perception  +3  Damage Immunities  poison, psychic  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  120 ft., passive  Perception  13  Languages  understands one language (usually Common) but cannot speak  Challenge  1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  False Appearance . While worn, the clockwork guardian remains motionless. It is indistinguishable from a suit of half plate and can take no  actions . It takes the clockwork guardian an action to  disengage  from its wearer or to reform into a suit of half plate that can be worn. \n'b'  Immutable Form . The clockwork guardian is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . The clockwork guardian has advantage on saving throws against spells and other magical effects. It does not impart this ability to its wearer. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The clockwork guardian makes two slam attacks. \n'b'  Slam .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 10 (2d8 + 1) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b'  Parry . The clockwork guardian adds 4 to the AC of an adjacent creature against one  melee attack  that would hit it. To do so, the clockwork guardian must be able to see the attacker.'