Armor Class
14
Plate Armor, shield
Hit Points
20
(2d20 + 1)
Speed
30 ft.
STR
16
(+3)
DEX
8
(-1)
CON
16
(+3)
INT
4
(-3)
WIS
4
(-3)
CHA
2
(-4)
Saving Throws
CON +5
Damage Vulnerabilities
Acid, Bludgeoning, Cold, Fire
Damage Resistances
Lightning, Piercing, Slashing, Thunder
Damage Immunities
Necrotic, Poison, Psychic
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned
Senses
Darkvision 15 ft., Passive Perception 8
Languages
Dwarvish The construct can speak, but it is hard to understand. atleast one party member must have a perception of 14 to fully understand it.
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Robotic Resistance. This construct is immune to most damage types that would normally harm an organic being, such as poisoning.
Actions
Forearm Spike. Melee Weapon Attack: +2 to hit, reach 10 ft., 1 target. Hit: 6 (1d8 + 2) [piercing] damage.
Gear Toss. Ranged Weapon Attack: +1 to hit, range 5/20 ft., 1 target. Hit: 4 (1d6 + 1) [bludgeoning] damage. reduces construct's health by 2.
Jumping Crush. Ranged Weapon Attack: +2 to hit, range 10/30 ft., 1 target. Hit: 7 (1d12 +1) [crushing] damage. target must make DC 12 Dexterity saving throw, if target succeeds, construct is instead damaged.
Description
A clockwork being that resembles a humanoid guard,, with a long spike on one arm, and a shield on the other.
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