Charged Lightning: After taking a turn to charge, the clockwork guard sends out a damaging lightning bolt which deals 1d6 + 4 dmg to the initial target and 1/2 the damage to each creature within 5 ft (including self)
Self Destruct: Triggers death Burst
Water disables the clockwork guard for one turn. Bludgeoning attacks V.S the clockwork guard deal an extra D6 of damage
Immovable: The clockwork Guard cannot be moved thru any means
Unchanging Form: The Clockwork Guard cannot have it's form changed by any means
Death Blast: Upon death ea. Creature within 5 feet must make a DC 13 Dex. sav. roll. Taking a 4 x (d4)of fire damage on a failed Sav. Roll or half of the damage on a succesful save.