Small Construct, Lawful Neutral
Armor Class 16 Natural Armor
Hit Points 27 (6d6 + 6)
Speed 40 ft.
STR
16 (+3)
DEX
16 (+3)
CON
13 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws DEX +5, CON +3
Skills Acrobatics +4, Perception +4, Stealth +4
Condition Immunities Charmed, Exhaustion, Poisoned, Unconscious
Senses Darkvision 30 ft, Passive Perception 10
Languages Telepathy 15 ft, Ziklight
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits
Telepathic Bond. While the Commando is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
 
Antimagic Susceptibility. The Commando is incapacitated while in the area of an Antimagic field. If targeted by dispel magic, the Commando must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
 
Repairable. As long as it has at least 1 hit point remaining, the c regains 1 hit point when a mending spell is cast on it.
 
Constructed Nature. The Commando doesn't require air, food, drink, or sleep.
Actions

Multiattack. The Commando makes two Shocking Blast or Electric Baton attacks or one Flame-Thrower attack

Electric Baton. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: The target takes 6 (1d4+3) bludgeoning damage plus 3 (1d6) lightning damage and must make a DC 10 Constitution saving throw, or become stunned until the end of it's next turn.

Shocking Blast. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: The target takes 12 (2d8+3) lightning damage and must make a DC 10.Constitution saving throw, or become stunned until the end of it's next turn.

Flame-Thrower. Ranged Weapon Attack: The Clockwork Commando shoots fire in a 25-foot line. Each creature in the line must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Jump-pack. The Commando flies up to 25 ft. The Commando falls if it ends it's turn in the air and nothing else is holding it aloft.

Battle Command. As a bonus action, the Commando targets one ally it can see within 30 feet of him. If the target can see or hear the Commando, the target can use its reaction to make one melee attack or to take the Dash, Dodge, Disengage, or Hide action.

Reactions

Fall Back. When the clockwork commando is hit with an attack, it and any adjacent allies may use their reactions to move up to 10ft, ending their movement farther away from the attacker.

Description

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Habitat: Urban

red2018

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