Cunning Action. On each of its turns, the clanker can use a bonus action to take the Dash, Disengage, or Hide action.
Insightful Fighting. As a bonus action, the clanker can make an Insight check against a creature it can see that isn’t incapacitated, contested by the target’s Deception check. If the clanker succeeds, it can use its Sneak Attack against that target even if it doesn’t have advantage on the attack roll, but not if it has disadvantage on it for 1 minute or until it use this feature against a different target.
Sneak Attack (1/Turn). The clanker deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the clanker that isn’t incapacitated and the clanker doesn’t have disadvantage on the attack roll.
Multiattack. The clanker makes two attacks with its rapier.
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Uncanny Dodge. The clanker halves the damage that it takes from an attack that hits it. The clanker must be able to see the attacker.
Dungeon Delver. Clankers have advantage on Perception and Investigation checks made to detect the presence of secret doors and on saving throws made to avoid or resist traps. They also have resistance to the damage dealt by traps and traveling at a fast pace doesn't impose the normal −5 penalty on their passive Wisdom (Perception) score
Description
Clankers are experts at dealing with traps. They are often hired as mercenaries to deal with particularly difficult traps or hidden areas.
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