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.
Designed Intelligence. Through his work and research, Scinre has finally found a way to instill sentience within his constructs, granting them the following benefits:
- The Intelligence, Wisdom, and Charisma scores of Scinre’s Steel Defender and Homunculus are equal to 19, 12, and 14 respectively.
- His Steel Defender and Homunculus no longer require any commands, though still share Scinre's initiative but take their turns immediately after his, with the Steel Defender acting prior to the Homunculus.
- His Steel Defender and Homunculus can now speak and understand Common, Draconic, and Dwarvish.
Draconic Might. Kasmir, Scinre's Steel Defender, has been physically improved alongside the increased mental capability and freedom, gaining the following changes to his statblock:
- Kasmir is now Large, has a reach of 10 ft., and has wings granting them a 60-foot fly speed.
- Kasmir gains 30 feet of blindsight
- Kasmir's Strength is now 23 and his Constitution is now 21, with his HP increased to 168 (16d10+80)
- Kasmir is now immune to Fire damage and gains proficiency in Wisdom and Charisma saving throws
- His actions are also modified, reflected in the statblock.
- The cost of reviving the Steel Defender has increased from a 1st level spell slot to a 3rd level spell slot or higher.
Improved Defender. Kasmir gains +2 to his AC.
Steel Defender. In combat, the defender shares your initiative count, but it takes its turn immediately after yours. The defender acts on its own, requiring no actions from you for it to act normally.
If the mending spell is cast on the defender, it regains 2d6 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 3rd level or higher. The defender returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new steel defender if you have smith’s tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.
Multiattack. The Steel Defender can make three attacks with its Force-Empowered Rend.
Force-Empowered Rend. Melee Weapon Attack: +14 to hit, reach 10 ft., one target you can see. Hit: 1d8 + 7 force damage.
Fire Breath (Recharge 5-6). Kasmir exhales a 30-foot line of flame, superheated like a butane torch. Each creature in that area must make a DC 20 Dexterity saving throw (Scinre's DC), taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.
Repair (3/Day). The magical mechanisms inside the defender restore 16 (2d8 + 7) hit points to itself or to one construct/object within 5 feet of it.
Deflecting Wings. As a reaction to an ally of Kasmir within 10ft of him being targeted by an attack, Kasmir can use his wings to protect them and other nearby allies. Until the start of his next turn, and while he is not incapacitated, Kasmir grants all allies within 10ft of him half cover.
Description
Kasmir's body is made primarily of a black steel alloy, along with detailed mechanisms visible inside of parts of the body that aren't heavily armored. He has two deep blue glowing eyes that seem to just be points of light, of which fit within his draconic body, one that is now more dragon than drake as two heavily reinforced wings rest at his side and can extend outwards to intercept and deflect attacks against his allies. The metal of his body is always warm to the touch, not to the point of injury, but telling of a greater heat or fire within his form.
Previous Versions
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5/31/2021 8:27:40 PM
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12
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1
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1
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Coming Soon
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6/3/2021 4:34:55 PM
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15
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1
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1.1
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Coming Soon
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