Armor Class 16 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands one language of its creator but can't speak
Challenge 4
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.
Slam. 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.
Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the attacker.
Mordenkainen Presents: Monsters of the Multiverse, p. 80