Medium Construct, Unaligned
Armor Class 18 (plate)
Hit Points 98 (15d8 + 30)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
8 (-1)
CHA
10 (+0)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common or one language of its creator’s choice.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Improvisation. The Armis Automata performs an inspired act, gaining advantage on an attack roll or ability check. This feature can be used once per day.

Actions

Multiattack. The Automata makes two weapon attacks.

Improvised Weaponry. The Armis Automata are, despite being constructs, prone to behavioral quirks, most notably improvisation. The original design eschewed built-in weaponry, but the AA will happily grab anything they can use if involved in combat. Therefore, several options for weapons they may have on hand are listed.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. 

Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Improvised Attack. Melee Weapon Attack: The automata attacks with an improvised weapon or an unarmed strike. +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Previous Versions

Name Date Modified Views Adds Version Actions
6/4/2021 5:58:02 AM
17
0
1.1
Coming Soon
An1m3Ha1r

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