Helping Hand-The Attendant is a good, caring construct that protects all things good and neutral. The Attendant gets advantage to hit when in-between a hostile and an ally.
Servant of the Gods-All followers of the good Gods instantly know that the attendant is trustworthy and will keep them safe.
Smiths of Celestials-Attendants can repair and restore magic items and constructs. At their forges they can repair almost anything (within the DM's guidelines)
Last Resort-When an Attendant drops to 0hp, it explodes in a 20ft cylinder. All hostile creatures, not behind cover, must make a Dex Save DC 17 or take (5d10)radiant damage(half damage on a successful save).
Multi-attack-The Attendant makes two attacks. One with the Hammer and one with the Chisel.
Hammer-A large smith's hammer in one hand brings the pain. Melee Attack, +6 to hit, (2d12+4)bludgeoning.
Chisel-A carpenter's chisel slices down with exceptional force. Melee attack, +3 to hit, (3d10+2)piercing.
A Helping Hand-The Attendant can use an extra action after any creatures go to stabilise an ally if they go down.
Evening the Odds-If the attendant and its allies are outnumbered, the attendant gets an extra action anywhere in the initiative order.
Description
Attendants are usually found at places of Worship. Attendants are 11ft-14ft tall constructs that serve the gods. They care deeply for all life and remove any creature or object that wishes to harm living things. They are the most skilled crafters with perfect precision and expert craftsmanship. Their eyes and chest glow with radiant blue light of the Gods. The rest of their bodies is a reinforced marble-steel armour. They do not kill those who seek to destroy life, they throw it into a chute in the temple that leads to a nice comfortable prison that keeps the prisoners nourished and warm until they die. Attendants are servants of the Gods and protectors of Life.
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