Techpriest Engineering. If the mending spell is cast on the Divine Defender, it regains 8d6 Hit Points.
Divine Defense. Allied creatures within 30 feet of the Divine Defender have a +2 bonus to AC.
Paragon’s Pilot. You can mount the Divine Defender as part of the action required to summon it. While mounted, you have total cover from all angles, and the Divine Defender has advantage on all attack rolls. If the Divine Defender dies, you are ejected into the nearest unoccupied space.
Multiattack. The Divine Defender makes two Blade of Light or Sacred Shot attacks.
Blade of Light. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) radiant damage.
Sacred Shot. Ranged Weapon Attack: +14 to hit, range 100/200 ft., one target. Hit: 16 (3d6 + 5) radiant damage.
Holy Hand Grenade (1/Day). The Divine Defender primes a grenade of divine wrath. At the start of its next turn, it hurls the grenade at a location within 120 feet. The grenade then detonates, forcing creatures within 20 feet of it to make a DC 19 Dexterity saving throw, taking 52 (15d6) radiant damage on a failed save, halved on a success.
Description
The summoner determines the Divine Defender's appearance; your choice has no effect on its game statistics. The Divine Defender obeys the verbal commands of its summoner, but will refuse to act for any reasons that it deems frivolous or counter to the mission of progress. The Divine Defender leaves 1 minute after the end of combat, or when it hits 0 Hit Points, returning to a realm of mechanical perfection for repairs.
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Posted Oct 10, 2022This homebrew monster is part of a homebrew subclass, the Oath of the Techpriest, located here: https://www.dndbeyond.com/subclasses/1471171-the-oath-of-the-techpriest