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Creatures

Warden Helix

A clockwork embassy warden with reach attacks, ward control, and literal counterseal protocols.

Creature profile

Type Large construct, lawful neutral
Armor Class 18 (silver plates)
Hit Points 102 (12d10 + 36)
Speed 30 ft.
Ability Scores STR 20, DEX 12, CON 16, INT 10, WIS 14, CHA 6
Saves and Skills Constitution +6, Wisdom +5; Athletics +8, Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages Common, Gnomish
Challenge 6 (2,300 XP)

Traits

Constructed Nature. Helix needs no air, food, drink, or sleep. Counterseal Protocol. A creature presenting the authentic counterseal may use an action to suspend one of Helix’s current orders until the start of its next turn.

Actions

Multiattack. Two Seal-Staff attacks. Seal-Staff. Melee Weapon Attack: +8 to hit, reach 10 ft.; 14 (2d8 + 5) force. Lockdown Pulse (Recharge 5-6). Creatures within 20 feet make a DC 15 Strength save or are pushed 15 feet and knocked prone.

Tactics and roleplaying

Helix stands between intruders and Sera, pushes targets across ink lines, and never attacks a helpless creature. It powers down when Quill rescinds the order or when three consecutive counterseal suspensions create a protocol contradiction.

Game Master guidance

This entry is complete for table use. Apply the listed defenses, actions, and encounter behavior directly. If the creature is used outside its original adventure, preserve its surrender trigger and primary motivation so a social solution remains as usable as combat.

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