Armor Class 13
Hit Points 36 (8d8)
Speed 30 ft., burrow 30 ft.
Skills Perception +6, Stealth +7
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages understands one language of its creator but can't speak
Challenge 1
Earth Armor. The clockwork doesn't provoke opportunity attacks when it burrows.
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn't require air, food, drink, or sleep.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage.
Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the clockwork must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.
Mordenkainen Presents: Monsters of the Multiverse, p. 79