Medium Construct, Chaotic Good
Armor Class 15 (natural armor)
Hit Points 26 (5d8 + 6)
Speed 30 ft.
STR
12 (+1)
DEX
9 (-1)
CON
15 (+2)
INT
10 (+0)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws CON +4, CHA +3
Damage Immunities Lightning
Condition Immunities Charmed, Exhaustion, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 13
Languages Any language, but in a terrible accent
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Lightning Absorption. Whenever Creg is subjected to lightning damage, he takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Gift of Geara. Creg cannot be killed by any physical means that do not remove or damage his power source directly. Additionally, Creg can be revived as long as a new power source can be connected to his circuitry correctly. When reduced to 0 hit points, Creg still falls unconscious, but does not have to make death saving throws. 

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Taunt. Creg can use his gifts of gab to draw the ire of an opponent. When used, the target must make a DC 15 Wisdom saving throw or use their next action to attack Creg. 

 

Description

With a diameter of four feet and standing at five feet high, CR41-G, also known as Creg, is a living gasket that mysteriously gained sentience while inside Grammaw's floating island's clockwork engine. He is crass and does not tolerate anyone kissing up to him or looking down on him. He is clever, loyal, and would have a good heart if he had a heart. Creg is powered by a mysterious vial of blue liquid that seems to channel lightning through it. He is more protective of his power source than anything else and will not forgive anyone who threatens its safety. 

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