The Mechanical Glass Smith
Medium or small construct, Unaligned
Armor Class 13 (natural armor)
Hit Points 119 (18d8 + 40)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
18 (+4)
WIS
12 (+1)
CHA
12 (+1)
Skills Survival +3, History +6
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 30 ft., Passive Perception 14
Languages Any languages know by its creator
Challenge 3 (2300 XP)
Proficiency Bonus +2
Spellcasting. The creature casts the following spell without any material components:
At will: silicakinesis
Actions
Multiattack. Mechanical glass smith makes two attacks with cutting tool.
Cutting Tool. One creature within 30 ft of it must succeed on a DC 13 Dexterity saving throw. On a failed save, the creature takes 9 (1d10 +4) force damage. On a successful save, the creature takes half damage.
Flame Torch. Any creature within a 15 ft cone must succeed on a DC 13 Dexterity saving throw. On a failed save, a creature takes 9 (1d10 +4) fire damage. On a successful save, the creature takes half damage.
Glass Beam (Recharge 5-6). Mechanical glass smith fires a beam of energy at one creature within 30 ft. The creature must make a DC 13 Constitution saving throw. On a failed save, the creature is engulfed in glass until the end of their next turn. Its movement becomes zero and it gains no bonuses to speed. All attacks made against it are at advantage.
Bonus Actions
Create Glass Golems. The Mechanical glass smith summons two glass golems.
A summoned glass golem appears within 15 ft of its summoner in an unoccupied space and acts immediately after Glass smith engine’s turn.