Augment. The Clockwork Sentinel can have up to 1 augment rune. Regeneration. The Clockwork Sentinel regains 7 hit point at the start of its turn if it has at least 1 hit point. Reconstruct. Clockwork Sentinel that have been destroyed can be reconstructed. The process requires 3 days and a DC 16 Tinker check, or 1200 gold. (A Tinker check requires Tinker's Tools) Sentinel's Cover While adjacent to the Clockwork Sentinel the attuned master has half-cover Proficiencies. Clockwork Sentinels are proficient in simple weapons, martial weapons and shields.
Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d6+3 Bludgeoning Damage
Greater Sentinel's Cover If the Sentinel is adjacent to their master when their master would be hit by an attack, the Sentinel can provide three-quarters cover instead of half-cover until the start of the Sentinel's next turn, or they are no longer adjacent to their master. Shield From Harm. If the Sentinel is adjacent to their master when their master would be hit by an attack, the Sentinel can take the damage instead.
Clockwork Sentinels are unfailing stalwart defenders of their attuned masters, and follow them everywhere.