Inerrant Traits:
Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below).
Vigilant. The defender can’t be surprised.
Steel Defender lineage. In combat, a steel defender shares your initiative count, but it takes its turn immediately after yours. With your Arcane Guardian, you choose if they take their turn before or after you. The Guardian can move and use its reaction on its own, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.
If the mending spell is cast on it, it regains 3d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.
Keen Senses. The defender has advantage on Wisdom checks.
Telepathic Bond. While the defender is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
Given Traits:
The Arcane Guardian- Unicorn takes (1) Action
Horn of Radiance: Your guardian commands the presence of its fey counterpart. The constructs horn emits a fiery glow in a 20ft radius. Making a horn attack, the Guardian charges one creature it can see with in 90ft. Melee Weapon Attack: +6 to hit, Hit: 1d10 piercing damage + 2d6 radiant damage.
Valiant Steed: A creature built for combat , your Guardian can traverse the battlefield with ease. it can use its action to stampede doubling its walking speed. While stampeding it can target creatures along its 180ft movement. As a bonus action the construct can trample 3 creatures with its hooves dealing 3d6 bludgeoning damage. to each.
Faerie's Fire: Your construct's adamantine mane and tail ignite into a prismatic flames (one color of your choice). The flames reach out from the Guardian in a 60ft cone. Each creature with in range must make a dexterity saving throw. On a successful save a creature takes half damage. Red- 4d10 fire damage Orange- 4d10 acid damage Yellow- 4d10 lightening damage Green- 4d10 poison damage Blue- 4d10 cold damage Indigo- On a failed constitution save Target is restrained until the end of it next turn. Violet- On a failed wisdom save Target is blinded until the end of it next turn.
Inerrant Traits:
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 2d12 + your Intelligence modifier.
When all 4 Arcane Guardians come together (Elephant- Air, Bear- Earth, Unicorn- Fire, Walrus-Water, ), they seamlessly form a massive humanoid construct towering 60ft high. The new Construct has enhanced actions and abilities than its previous forms.
Elephant- The powerful force behind the mechanical elephant's stampede action is now imbued into the construct. Using an action to charge an opponent, you create an Earthquake. The elephants 7ft Tusks now sever as curved blades dealing 2d12 slashing damage each.
Bear- The keen senses of the bear allow the new Construct to be aware of it surroundings and be ready for attach. [feat]Sentinel[/feat] as well as advantage on wisdom saves and checks.
Unicorn- The Unicorn's adamantine horn now serves as tuning rod for magical energy. Drawing in properties from the thread of magic itself, the construct can now cast Prismatic Spray. As a bonus action the Construct can use the Unicorn's horn to ram a target with in 30ft of it. Dealing 4d6 piercing damage.
Walrus- The Cold Iron, 4ft tusks of the walrus, now serve as daggers dealing 3d6 slashing damage each. Range: 30ft reach/ 120ft thrown. They can also be used to to burrow, creating a 90ft tunnel with a burrow speed of 200 ft per round
Construct adds Earth, Air, Fire, and Water to its damage immunities.
Description
An Expert Artificer's Master Work. A Collection of 4 Mechanical Beasts towering 15 feet high. Each taking properties from its beast muse yet maintaining the qualities of its original inspiration, An Improved Steel Defender.
The Unicorn
Your Guardian takes the appearance of a large, mechanical Unicorn. Standing at 15ft tall, fastened with Cold Iron bolts, its body is formed of silver and gold Electrum plates. Attached to its back is an adamantine saddle, matching the 4ft horn on the center of its forehead. Its mane and tail, adamantine as well, sculpted as if its hair were blowing in the wind. frozen in time. Once mounted to the guardian you can not be dismounted. This feature is activated through the telepathic bond between you and your Guardian. The power source of this construct is a combination of said telepathic bond, and a crystal cell containing the soul of a fire elemental. To ignite the elemental soul within the Guardian, you must attune to its power cell. Once attuned the Guardian not only serves as a companion and protector, but transportation as well. Once powered the Unicorn has a walking speed of 90ft
Electrum Body- AC 20
Adamantine Horn- AC 23
Adamantine Saddle: AC 23
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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2/2/2021 12:38:54 AM
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4
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1
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Walrus
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Coming Soon
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