Medium Construct, Neutral
Armor Class 14 (natural armor)
Hit Points 48 (4d12 + 12)
Speed 30 ft., Climb 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
19 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws STR +4, CON +6
Skills Perception +6
Damage Vulnerabilities Acid, Bludgeoning, Cold
Damage Resistances Piercing, Slashing
Damage Immunities Lightning, Necrotic, Poison, Psychic
Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 18
Languages Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Immutable Form. The Clockwork Machima is immune to any spell or effect that would alter its form.

 Magic Resistance. The Clockwork Machima has advantage on saving throws against spells and other magical effects.

Brachium. When the Clockwork Machima hits 0 hit points, it will launch a wave of magical energy out before shutting down. Every creature, excluding its master, in a 15ft circle around the Machima must make a DC 15 CON or DEX save. A creature takes 3d10 force damage on a failed save, or half as much on a passed save.

Magical Machinery. Once the Machima has powered-down, a creature can use 1 spell slot of any level to reanimate the Machima. The Machima is them powered on with an amount of hit points equal to twice the level of the spell slot used. The Machima can enter a rest mode, and recover 1d6 hit points per hour spent in this mode.

Actions

The Machima cannot attack, but can use its action to either interact with an object or protect its master. 

Reactions

If the Machima is within 5 ft of its master, it can use its reaction to defend them, making a DC 10 Dexterity check.

Description

The Clockwork Machima is humanoid in appearance, but with exposed joints and porcelain "skin." Faint panel lines can be seen on various parts of it.

 

Previous Versions

Name Date Modified Views Adds Version Actions
7/12/2022 7:22:35 AM
4
0
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Coming Soon
SirFarquad5

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