race features:
Armored Casing
You are encased in a thin metal or some other durable material. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
Built for Success
You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Healing Machine
If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from several spells that preserve life but that normally don't affect Constructs: Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, and Spare the Dying.
Mechanical Nature
You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don't need to eat, drink, or breathe.
Sentry's Rest
When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.
Specialized Design
You gain two tool proficiencies of your choice, selected from the Player's Handbook.