Armor Class 20 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 50 ft.
STR
17 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
13 (+1)
CHA
6 (-2)
Skills Perception +3
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Darkvision 60 ft., Passive Perception 15
Languages Understands common but can't speak it
Challenge 3 (700 XP)
Proficiency Bonus +2

Keen Hearing and Smell. Mark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. Mark has advantage on an attack roll against a creature if at least one of Mark's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.

Fire Breath (Recharge 5–6). Mark exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Description

Mark is the creation of the mechanical genius, the gnome and Harper of Hundelstone, Thwip Ironbottom. He's the first construct of his kind to run on organic fuel. Mark is constructed of tempered steel and aluminium, with copper wiring and brass gears, all covered in a fine adamantine mesh "skin" which is enchanted to grow soft fur coverings to create the illusion of making Mark look like a regular flesh and blood dog.

The core of Mark's body houses a miniaturised fire elemental that provides the power for locomotion, and as an added benefit, grants Mark the ability to breathe fire.

Mark bonds to his owner and guards them with his life. Mark's enchanted adamantine skin is self repairing while Mark has more than half his hit point total remaining, allowing him to spend his hit dice to heal while resting. As a construct, curative magic has no effect on Mark, but he can be manually repaired with a DC 20 intelligence (tinker's tools) check and an hour of work. A successful check heals 1d8+2 hit points and costs 1 sp per hit point in material costs. A failed check results in a loss of the materials.

Previous Versions

Name Date Modified Views Adds Version Actions
2/6/2019 3:28:10 PM
198
8
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Coming Soon

Environment: Mountain

ArdisFoxx

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