Tiny Construct, Neutral
Armor Class 18 (natural armor)
Hit Points 35 (4d8 + 12)
Speed 0 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Skills Perception +3
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages understands the languages of its creator but can’t speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Vigilant. The Battle Rattle can’t be surprised.

Actions

Force-Empowered Bolts. Range Weapon Attack: the artificer's spell attack modifier to hit, Range: 150ft./320ft. Hit:1d10+Proficiency Bonus force damage.

Protector. The automaton emits a burst of positive energy that grants itself and each creature of the owner's choice within 10 feet of it a number of temporary hit points equal to 1d8 + artificer's Intelligence modifier (minimum of +1).

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.

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

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.

Stalbu