Medium construct, unaligned
Armor Class 16 (natural armor)
Hit Points 50 (6d8 + 24)
Speed 30 ft.
Abilities Str 18 (+4), Dex 13 (+1), Con 18 (+4), Int 5 (-3), Wis 10 (+0), Cha 1 (-5)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison, psychic
Condition Immunities exhaustion, frightened, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but cannot speak
Challenge 4 (1,100 XP)
Magic Resistance. The minion has advantage on saving throws against spells and magical effects.
Telescoping Arms and Legs. The minion can extend its arms and legs up to 15-feet from its body. This allows it to cross distances up to 20 feet and reach objects up to 30 feet above it.
Multiattack. The minion makes two constrict attacks.
Constrict. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and the target is grappled (escape DC 14). While grappled, the target is restrained. The minion can restrain up to two creatures at a time; once it does, it can’t use its constrict attack on another target.
Illusory Appearance. The minion covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and humanoid shape. The illusion ends if the minion takes a bonus action to end it or if it dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the minion could appear to have smooth skin, but someone touching it would feel its clockwork parts. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the minion is disguised.
Electrical Current (Recharge 5-6). The minion sends an electrical current through its telescoping arms. Each creature that the minion is grappling must make a DC 14 Constitution saving throw. On a failed saving throw, the target takes 14 (4d6) lightning damage and is paralyzed for 1 minute. The creature can repeat its saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds its initial saving throw takes half as much lightning damage and isn’t paralyzed.
Sleeping Gas (Recharge 6). The minion exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.