Medium Or Small Construct (Warforged), Any Alignment
Armor Class 17 Wardrobe
Hit Points 175 (20d8 + 85)
Speed 35 ft., Climb 20 ft., Swim 30 ft.
STR
17 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws DEX +8, CON +7, CHA +9
Skills Intimidation +1, Perception +0, Persuasion +2
Damage Immunities Necrotic, Poison, Radiant
Condition Immunities Charmed, Exhaustion, Unconscious
Senses Truesight, Passive Perception 11
Languages Common, Dwarvish, Elvish, Gnomish
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Dressed for Every Occasion (3/Day). B.A.R.B.I.E. may use its action to polymorph into a medium or small sided humanoid form. While in this form, it's statistics are all unchanged except it has the movement speed assigned to the species it's imitating. Any equipment that it is wearing while it polymorphs isn't transformed. It reverts to its original form if it dies.

Synthetic Being. B.A.R.B.I.E. is an artificial construct and has no need to eat, sleep, defecate, or perform normal functions. B.A.R.B.I.E. is capable of simulating these actions in order to perform infiltration.

Breathless Beauty. B.A.R.B.I.E. doesn't need to breathe, and can survive in an environment that has no breathable atmosphere. 

Spellcasting. The B.A.R.B.I.E. is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +5 to hit with spell attacks). The B.A.R.B.I.E. has following Warlock/Wizard spells prepared:
Cantrips (at will): Friends, Prestidigitation, Mage Hand
1st level (1 slot): Hellish Rebuke
2nd level (1 slot): Shatter
3rd level (2 slot):  Counterspell, Fly

Actions

Purse-o-War. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (1d12+1d6+4) bludgeoning damage. 

Hair Manipulation. Ranged Weapon Attack: +4 to hit, range 20/30 ft., Up to 4 targets. Hit: # (3d8 + 4) [damage type] damage. If attacking multiple targets B.A.R.B.I.E. rolls at disadvantage for each target after the first.

Legendary Actions

B.A.R.B.I.E. can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. B.A.R.B.I.E. regains spent legendary actions at the start of its turn.

Summon K.E.N. (Costs 3 Actions). B.A.R.B.I.E. summons K.E.N. to their defense. If a K.E.N. is already present this action cannot be chosen.

BLONDE (Costs 2 Actions). B.A.R.B.I.E. manipulates their hair into a flexible shield around their body. While BLONDE is active, B.A.R.B.I.E. gets +3 to their AC for up to 5 turns. BLONDE may only be activated once B.A.R.B.I.E.'s bloodied.

"Life in plastic, it's fantastic" (Costs 2 Actions). B.A.R.B.I.E. may cast the spell Flesh to Stone. The only difference is that instead of the target turning into stone, it is becoming molded plastic.

Description

The Battlefield Autonomous Reconnaissance Blonde Infiltration Enforcer (B.A.R.B.I.E.) was created as the ultimate problem solving solution. 

B.A.R.B.I.E. is fully sentient, and can operate independently of any prior directives. While B.A.R.B.I.E. may work for others, ultimately B.A.R.B.I.E. works for what they understand to be their own best interests.

B.A.R.B.I.E. has a solid magically enhanced mechanical core, which is coated in a thick layer of polymorphic metal, which allows B.A.R.B.I.E. to imitate the appearance of any humanoid in their size category. B.A.R.B.I.E. can have any humanoid species appearance, coloration, or hairstyle.

B.A.R.B.I.E. can come ready with accessories for any occasion. Their purse, in addition to being a stylish accent to B.A.R.B.I.E., is in fact a dangerous weapon.

Lair and Lair Actions

 

 

Monster Tags: construct

Massacar

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