Enhanced Resilience. Sken has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Powerful Build. Sken counts as one size larger when determining her carrying capacity and the weight she can push, drag, or lift.
Special Equipment. Sken wears a ring of obscuring. With it, she can cast the fog cloud spell centered on herself three times per day. The cloud lasts for 1 minute (no concentration required)
Multiattack. Sken makes three hammer or javelin attacks and uses Call to Attack. Sken can use her grappling arm instead of one of her weapon atacks
Electro-charged Hammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, plus 5 (1d10) lightning damage.
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Grappling arm. Ranged Weapon Attack: +7 to hit, reach 30 ft., one target. Sken's mechanical hand launches towards a target and is connected to his arm by a chain. On a hit, the hand grabs the target (Escape DC of 17). When held by the arm, the target cannot move further away from Sken,. On subsequent turns, Sken can use one of its attacks granted by its multiattack feature to pull the target 15 ft closer to Sken. Sken can only hold 1 target with her grappling arm at a time.
Call to Attack. Up to three allied mecha-kobolds within 120 feet of Sken that can hear her can each use their reaction to make one weapon attack.
Scouring Instruction. When an ally that Sken can see makes a d20 roll, Sken can roll a d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage. A creature immune to psychic damage can’t be affected by Scouring Instruction.
Stone’s Endurance (Recharges after a Short or Long Rest). When Sken takes damage, she can use her reaction to reduce the damage taken by 8 (1d12 + 2).
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