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.
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, mending, spare the dying
2/day each: cure wounds, grease, lesser restoration
1/day each: aid, heat metal, levitate
Previous Versions
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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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