Armor Class
18
Plate
Hit Points
85
(10d10 + 30)
Speed
30 ft.
STR
10
(+0)
DEX
16
(+3)
CON
16
(+3)
INT
10
(+0)
WIS
16
(+3)
CHA
10
(+0)
Saving Throws
DEX +6, WIS +6
Skills
Perception +7
Damage Resistances
Lightning, Psychic
Condition Immunities
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned, Unconscious
Senses
Passive Perception 17
Languages
Any its programmer deems fit
Challenge
7 (2,900 XP)
Proficiency Bonus
+3
Traits
Piercing Ammo. One time when the Automaton Guard - Marksman successfully hits a creature, that creature has their AC reduced by 1 until the start of its next turn.
Immutable Form. The Automaton Guard - Arcane is immune to any spell or effect that would alter its form.
Magic Resistance. The Automaton Guard - Arcane has advantage on saving throws against spells and other magical effects.
Actions
Rapid Fire Chamber. The Automaton Guard - Marksman can make 3 Revolver attacks.
Revolver. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Description
A specially made mechanical humanoid with the sole purpose of defending its programmed owner, armed with a three-chamber firearm.
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