Medium Construct, Any Good Alignment
Armor Class 16 Natural Armor
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
13 (+1)
DEX
14 (+2)
CON
15 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws CON +5, INT +4
Skills Arcana +5, Perception +3
Damage Vulnerabilities Lightning
Damage Immunities Poison, Psychic
Condition Immunities Poisoned
Senses Darkvision 60, Passive Perception 13
Languages All
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Lightning Susceptibility. When the automaton takes lightning damage, it must succeed on a DC 14 Constitution saving throw or be stunned until the start of its next turn.

Artificer. Alfred can create or infuse items (max of wisdom modifier). If it is incapacitated or killed items its created or infused with deteriorated after 3 days. 

Actions

Multiattack. Alfred can make two unarmed attacks. 

Shocking Grasp (Cantrip). Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 4 (1d8) lightning damage and the target can't take reactions until the start of its next turn. This attack has advantage if the target is wearing armor made of metal.

Unarmed. Melee Attack. +5 to hit, reach 5ft. one creature. Hit 3 (1d6) bludgeoning damage. 

Reactions

Lanternmen. when in complete darkness Alfred can cast the Dancing Lights cantrip. The spell effect ends when in light. 

 

Habitat: Arctic

AloexSimionII

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