Shared initiative. clockwork shares the initiative of its master
Flyby. Clockwork doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Evasion. When Clockwork is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Pre-programmed. Clockwork is pre-programmed for different modes depending on how its user wants it to act. you can change its mode at any time by using a bonus action to do so. only its master can change its mode.
1. Group healing, clockwork will use its turn to take a healing action on the member of the party with the lowest hit points within its area of movement
2. Individual healing, clockwork will follow a specific party member or person around and use its turn to heal them
3. Specific task, clockwork will carry out a simple task. if the user wants clockwork to complected a more elaborate task they may need to use a full action to do so. this is done at the DMs discretion
4. Combat, clockwork will use its action to attack the enemy closest to its master. unless its master gives it a different target when selecting the combat mode
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.
Administer potion. Clockwork is able to carry up to three potions at a time which it can administer as an action
Heal. (3 times per short rest) Clockwork can cast Cure Wounds at the 3rd Level
Healing Spray (once per short rest). Clockwork releases an alchemical healing spray in a 30-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, receiving 18 (3d10) healing on a failed save, or twice as much on a successful one.
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Posted Oct 10, 2019This is a GREMLIN from X-Com, isn't it.