Cumbersome. When prone, a compliance unit may only stand up if it has not moved willingly this turn and cannot move willingly after standing up.
Interception. A compliance unit has advantage on attacks of opportunity. When a compliance unit hits a creature with an attack of opportunity, if that creature is smaller than the compliance unit, the compliance unit may make a free additional grapple attack against that target as part of this reaction.
Jury rigged. The mending spell may be cast on a compliance unit, which heals it for 2d6 hit points. A creature that is proficient with smith's tools or tinker's tools may spend 1 minutes using those tools on a compliance unit, after which it gains hit points equal to 1d6 + the creature's proficiency modifier + the creature's Intelligence modifier.
Overheat. Whenever a compliance unit makes an attack, uses the dash action, uses the stunfield action, or makes an ability check other than an initialize roll, it takes 1d6 fire damage. Then, if it has taken 20 or more fire damage since the last time it used the cooldown action, it must immediately take the cooldown action this turn.
Regeneration. A compliance unit regains 10 hit points at the start of its turn if it has at least 1 hit point.
Replaceable parts. Instead of being destroyed, a compliance unit becomes unconscious while it has 0 hit points. While it has 0 hit points, if a compliance unit takes 30 or more damage from a single source, takes any acid damage or takes any damage from a shatter spell, it is destroyed.
Multiattack. The compliance unit makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 5) bludgeoning damage.
Stunfield. The compliance unit expends all its stunfield charges to target that many humanoid creatures that it can see within 60 feet. Each target must succeed on a DC 15 Constitution or Dexterity (target's choice) saving throw or take 8 (2d8) lightning damage and be stunned until the end of their next turn. Creatures that are resistant or immune to lightning damage are not stunned while creatures that are vulnerable to lightning damage have disadvantage for the saving throw. The compliance unit can store up to 3 stunfield charges.
Recharge. The compliance unit spends its turn recharging its stunfield charges. It regains the maximum number stunfield of charges it can store.
Cooldown. Until the beginning of its next turn, the compliance unit becomes paralyzed, unaware of its surroundings, immune to fire damage and it loses all of its stunfield charges. Then it releases a cloud of scalding hot steam in every space within 5 ft. of it, including the spaces it occupies. Until the beginning of the compliance unit's next turn, these spaces are heavily obscured and when any creature enters one of these spaces for the first time on a turn or starts its turn there, and when it ends its turn there, it must make a DC 15 Constitution saving throw. On a failed save, the creature takes 2d10 fire damage or half as much damage on a successful save.
Heavy construction. The compliance unit makes a shove attack as a bonus action.
Trickle charge. If the compliance unit has fewer stunfield charges than it can store, it gains 1 stunfield charges.
Defense matrix. When the compliance unit is hit by an attack, it may use its reaction and expend 3 stunfield charges to temporarily create a shimmering electrostatic barrier to protect itself. Until the start of its next turn, it has +5 bonus to AC, including against the triggering attack.
Description
A steam powered clockwork automaton designed for guard duty and crowd control.
It appears as a large ellipsoid bipedal construct with two powerful legs and manipulator arms. A large portion of the chassis is protected by iron plates, leaving intricate clockwork and steam plumbing visible between then. The head contains a pair of plasma globes for eyes. On top of its head, it appears to be wearing a stovepipe hat, thought this is actually a chimney which belches out thick black smoke. In the center of its torso, a boiler is visible between the steel plates. This boiler can begin to glow red hot as the compliance unit accumulates heat.
It has three Tesla coils sticking up from its upper back, each of which may be visible energized or not. The number energized coils is equal to the number of stunfield charges it has stored. While the compliance unit is blind or unaware of its surroundings, the plasma globes appear to turn off.
It excels at area denials, preventing humanoids from entering or escaping an area and posses multiple non-lethal methods of arresting a humanoid, if commanded to do so. It serves well as a stationary or patrolling guard or in a riot control role.
It is very durable, however it has a tendency to overheat in combat, While exerting itself it will frequently be forced to briefly shutdown to expel heat. During these periods, it expels copious amounts of scalding steam from every joint and seems to fall asleep while standing. During this time it will be obvious to its opponents that it is vulnerable. Due to the large quantity of water lost during this process, a compliance unit may begin to lose power and becomes less effective until its water reserves can be restored.
Basic Programming. A compliance unit has basic reasoning skills and is single-mindedly focused on its task. It is immune to the charmed and frightened conditions, has resistance to psychic damage and any ability check that uses persuasion or intimidation against a compliance unit automatically fails.
Construct Nature. A compliance unit doesn’t require air, food, drink (though it may intake water), or sleep.
Iron Construction. While a compliance unit does not wear armor, it may be considered to be wearing a suit of heavy metal armor which cannot be removed. The heat metal spell cannot cause it to gain disadvantage on attack rolls or ability checks. Effects that would rust, corrode or deal damage to this armor instead cause the compliance unit to lose 2d10 maximum hit points. Effects that would destroy this armor instead cause the compliance unit to lose 20 maximum hit points.
Servile. A compliance unit obeys its creator and up to 3 other creatures its creator designates. While a compliance unit is unconscious, a creature that is proficient with tinker's tools may use tinker's tools on the compliance unit for 1 hour, after which the creature makes a DC 20 Intelligence (Tinker's Tools) Check. On a success, it becomes the compliance unit's new creator. On a failure, the creature may not try again until it finishes a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/10/2022 12:21:19 AM
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23
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1
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2
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Coming Soon
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