Tiny Construct, Neutral
Armor Class 13 (natural armor)
Hit Points 25 (2d4)
Speed 20 ft., Fly 30 ft.
STR
4 (-3)
DEX
15 (+2)
CON
11 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (-2)
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages of its creator
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Spellcasting Focus. While the mind is inside the construct you can use it as a
spellcasting focus.

Telepathic Advisor. While the artificial mind is on the same plane of existence as its creator, it can telepathically supply you with advice and information about certain topics.

Material Proficiency: The construct's main material allows it to hold two (2) proficiencies of your choice (see the proficiency table below). If the artificial mind is within 30ft of you, it can share the active proficiencies with you.

Main Material Skill Proficiencies Suggested Appearance
Animal {parchment, leather, bone} Animal Handling, Insight, Medicine, Perception, Survival A beast or a humanoid visage with antlers
Mineral {glass, stone, metal} Deception, Intimidation, Performance, Persuasion A robotic or golem-like face
Plant {paper, wood} Arcana, History, Investigation, Nature, Religion A bespectacled visage or a treant
Actions

Scratch/Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

Buoyancy. The target gains a flying speed of 10 feet for 10 minutes.

Information Overload. Magic Saving Throw. As an action, the artificial mind can try to magically overload the thoughts of one creature it can see within 30 ft. The target succeeds on an Intelligence saving throw against the creator's spell save DC. The target takes 1d8 psychic damage.The next attack roll against the creature before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The artificial mind can push itself to deal an extra 2d8 damage to the target but it will inflict 1d4 damage to itself.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Mind Overload. (1/day). The artificial mind can overload itself forcing its opponent to make an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn. 

Bonus Actions

Infoportation. (3/day) As a bonus action, the artificial mind can turn itself into pure information and teleport between either its creator's spectral mind conjuration or one of their artificial infusions. When the artificial mind's creator reaches level 14, if they are within 30 ft of their artificial mind they can also be turned into pure information and teleported.

Description

Whenever you finish a long rest and your calligrapher’s supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols.

The Artificial Mind's HP is equal to five times its creator's Artificer level + their Intelligence modifier.

Elida_McT

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