Medium to Large construct, - 
      
      Armor Class: 16
      Hit Points: 70  10d10+40 
      Speed: 
              30 ft
                                          
 
      
      
      
                    Skills: Athletics: +6;
Acrobatics: +8;
Stealth: +8;
                          Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                    Damage Immunities: Fire, Poison, Psychic
                    Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
                    Senses: Blindsense - 20ft
                    Languages: Any Language of the Commander
                    Challenge Rating: 5
        ( 1,800 XP)
                
                    Proficiency Bonus: +3
           
       
  
                
    
      Damaged core: once the Clockwork soldier reached half of the maximum hp, it is vulnerable to all damage as the zycore center is weakened. Upon reaching 0hp or less, the clockwork soldier explodes in a 15 ft radius blast of arcane energy, forcing any in the radius to make a DC 15 dexterity save or take 6d8 force damage and are knocked prone. On a success, the creature takes half damage and is not knocked prone 
 
 
Augmentations: the clockwork soldier has the ability to be altered and changed to improve any aspect of the stats. In order to do this, a player must have proficiency in tinkers tools, and must spend downtime and equivalent resources according to the view of the DM.
 
Crossbow Expert: Thanks to extensive practice with the crossbow and a calculative mind, The Clockwork Warrior gains the following benefits:
- The Clockwork Warrior ignores the loading quality of crossbows with which it is proficient.
 
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on The Clockwork Warrior's ranged attack rolls.
 
- When The Clockwork Warrior uses the Attack action and attack with a one handed weapon, you can use a bonus action to attack with any crossbow it is holding.
 
Improved Grapple: Thanks to the extra 2 arms the Clockwork Warrior has, it gains the following benefits when grappling
- It has advantage on attack rolls against a creature it is grappling.
 
- It can use its action to try to pin a creature grappled by it. To do so, it makes another grapple check. If is succeeds, it and the creature are both restrained until the grapple ends.
 
 
     
        Actions
    Multiattack (Melee): The Clockwork Warrior makes 4 attacks with it's 4 scimitars.
 
Scimitar: Melee Weapon Attack +8 to hit. reach 5 ft, one target. Hit: 6 (1d6+5) Slashing Damage
 
Multiattack (Ranged): The Clockwork Warrior Makes 2 attacks with Heavy Crossbows
 
Heavy Crossbow: Ranged Weapon Attack +8 to hit. Range 400 ft, one target. Hit: 8 (1d10+5) Piercing Damage
 
                        Standing before you is an intricately designed, lanky built metalic humaniod with two glowing azure lights coming from where the eyes should be. Runes of all sorts cover its body, and where there should only be two arms, there are four, and each arm holds a deadly scimitar. The only sound it makes is the wirling ticking of innumerable gears coming from within. It stairs at you with an emotionless expression, and with blinding speed, beings to charge.