Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the automaton’s skill bonuses, and the bonuses to hit and damage and save DC of its pulse.
Powerful Build. The automaton counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
Transport. When in its Large form, the automaton can carry one Medium creature or two Small or smaller creatures. These numbers increase by one in its Huge form. A creature inside the automaton has half-cover and can pilot the automaton using its bonus action. A creature must use half its movement to enter or leave the automaton.
Automaton. In combat, the automaton 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 one of the actions in its stat block or the Dash, Disengage, or Help action.
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 tinker’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 automaton returns to life after 1 minute with all its hit points restored.
Pulse. Ranged Weapon Attack: +4 to hit, reach 15 ft., one target you can see. Hit: 2d8 force or thunder damage (your choice), and the target must succeed on a DC 12 Strength saving throw or be knocked back up to 10 feet.
Change Size. The magical mechanisms inside the automaton allow it to change its size, either shrinking to Medium size or growing to Huge size. While Medium size, it has disadvantage on Strength checks, but it gains advantage on Strength checks in its Huge form.
Description
This metallic creature resembles humanoid. It is friendly to you and your companions, and it obeys your commands.
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