Amphibious. The platypus can breathe air and water.
Barbed Hide. At the start of each of its turns, the monster deals 5 (1d10) piercing damage to any creature grappling it.
If the mending spell is cast on it, 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 1st level or higher.
Force-Empowered Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 3 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.
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 10 feet of it, provided the attack roll is against a creature other than the Platypus Defender.
Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
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