Medium Or Small Construct, Any Alignment
Armor Class 17
Hit Points 25 (3d8 + 12)
Speed 25 ft., Fly 5 ft. (hover)
STR
10 (+0)
DEX
10 (+0)
CON
18 (+4)
INT
14 (+2)
WIS
9 (-1)
CHA
1 (-5)
Skills Arcana +6, Athletics +4, Medicine +3
Damage Immunities Lightning, Poison, Psychic
Senses Blindsight 10 ft., Passive Perception 9
Languages understands one language of its creator but can’t speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

Unusual Nature. The mechanoid doesn't require air, food, drink, or sleep.

Lightning Absorption. Whenever the mechanoid is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Actions

Multiattack. The mechanoid makes two Buzz Saw or Electrical Arc attacks. It can replace one attack with a use of Spellcasting.

Buzz Saw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.

Electrical Arc. Ranged Spell Attack: +2 to hit, range 60 ft., one target. Hit: 7 (2d6) lightning damage.

Spellcasting. The mechanoid casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 12):

At will: light, mendingspare the dying

2/day each: cure wounds, grease, lesser restoration

1/day each: aidheat metal, levitate

Previous Versions

Name Date Modified Views Adds Version Actions
9/22/2022 9:42:03 PM
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9/22/2022 9:50:30 PM
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9/23/2022 5:36:28 PM
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Habitat: CoastalDesert

Darfer

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