Medium Construct, Neutral
Armor Class 15 (natural armor)
Hit Points 15 (3d8)
Speed 40 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws DEX +3, CON +4
Skills Athletics +4, Perception +2
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages understands the languages you speak
Challenge 0 (10 XP)
Proficiency Bonus +2
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.

 

Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.

Actions

Force-Empowered Rend. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 force damage.

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.

Description

You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

Shadoking2025

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