Undead Fortitude. If damage reduces the credom to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is lightning or from a critical hit. On a success, the credom drops to 1 hit point instead.
Aversion of Lightning. If the credom takes lightning damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Multiattack. The credom makes two attacks: one with its fist and one with its blade.
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) bludgeoning damage.
Blade. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 4) slashing damage.
Hand-Cannon. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 26 (4d12 + 4) piercing damage.
Repair (3/Day). The magical mechanisms inside the credom restore 3d8 + 8 hit points to itself or to one other creature, object or structure within 5 feet of it.
Description
The armored automatons known as the credoms are powerful computers fused with the minds of dead crewsmen. The credoms are used for maintaining and operating the palace airship Nalin, as well as using their built-in weapons and tools to defend it.
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