Large Construct, Unaligned
Armor Class 15 Natural armor
Hit Points 5 (2d8)
Speed 40 ft., Climb 40 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws DEX +3, CON +4
Senses Blindsight, Darkvision, Passive Perception 10
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., blindsight 6ft, passive Perception 10 + (PB × 2)

Languages understands the languages you speak

Vigilant. The defender can’t be surprised

Actions

Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.

  • Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
  • Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1d6 +2 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 1d4 poison damage on a failed save, or half as much damage on a successful one rounded down.

Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it. 

Bonus Actions

Sting Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1d6 +2 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 1d4 poison damage on a failed save, or half as much damage on a successful one rounded down. Can only be done if it didn’t take the multiattack action.

Reactions

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender

Description

3rd-level Battle Smith feature

Your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have your smith’s tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Harsinquin

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