You can utilize gears and mechanics to create undead constructs filled with arcane steel, gaining the following benefits:
- You gain a +1 to either your Dexterity score or Intelligence score.
- You gain proficiency with the the tinker's kit if you don’t already have it. With an overall of ((60/your proficiency bonus)-6 hours) hours of work using a tinker's kit and expending 2000/your proficiency bonus gp worth of materials, you can create a mechanical zombie out of a humanoid that has died within 72 hours.
Mechanical zombie template: You are now considered a construct, you maintain the same size, and your alignment becomes unaligned. Your Strength score remains the same, your Dexterity, intelligence, and Charisma scores lose 2, and your Wisdom score decreases by 1, and you Constitution score increases by 2. Your speed decreases by 10 feet. You gain immunity to poison and psychic damage, and cannot be poisoned. You understand and speak one chosen language of the creator's choice that they know, as well as understanding languages known in life. You can still use items as if normal. You also must follow commands of creator or others that the creator allows. Your hp can only be regained by a creature proficient in tinker's tools. It takes 50 gp of materials as well as 20 minutes of time to regain 1d4 hp.
You can get any of the following traits in exchange for adding a total gp and time to the creation process before divided.
- Laser - You gain the action, laser. Laser. Ranged attack: +(Creator's proficiency bonus + Creator's intelligence modifier) to hit, reach (5 times X 1 (250 gp per)) ft., straight line. Hit: ((1 X 1000 gp) d6 + (Creator's intelligence modifier + 3). This adds an additional 8 hours of time.
- Scorpion Tails - You gain robotic scorpion tails, and the action, stinger. The scorpion tail can be cut off with a successful DC 20 Strength check. 1 vial of poison can be stored inside the tail as an action. After 1d4 hours, the poison charges up the poison damage in the tail attack. The tail adds an additional 1000 gp to the creation. And an additional 8 hours of time. +0 to hit, 10 ft range, one target, 2d6 piercing damage, can choose to inject the poison stored upon a hit, as if the poison is injected, and deals an additional 7d6 poison damage as long as the Mechanical Zombie is at full hp.
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