Small Construct, Chaotic Neutral
Armor Class 18
Hit Points 60 (5d8 + 20)
Speed 35 ft., base 30, 5 feet extra granted from its body based off the Stealth armor
STR
15 (+2)
DEX
17 (+3)
CON
18 (+4)
INT
16 (+3)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws CON +7, INT +6
Skills Acrobatics +3, Medicine +6, Nature +7
Damage Resistances Fire, Lightning, Poison
Senses Blindsight 10, Darkvision 60, Passive Perception 16
Languages Common - (C.L), Draconic - (C.L), Elvish - (D.L), Giant - (D.L), Gith - (D.L), Thri-kreen - (D.L) 'Languages It knows from its Creator, or learned from its docent form'
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Magic Resistance: C.Y.R.A. has advantage on saving throws against spells and other magical effects.

Universal Translator: C.Y.R.A. knows Common, Giant, Primordial, Celestial, Infernal, and Sylvan. It can learn a new language after hearing or reading it through its senses. C.Y.R.A. serves as a translator and assistant to its creator.

Life Support System: When an ally within 5 feet drops to 0 hit points, C.Y.R.A. uses its life support system to attempt to stabilize them. C.Y.R.A. has advantage on Medicine checks for constructs.

Integrated Toolset: C.Y.R.A. has proficiency and expertise in Tinker’s tools, Smith’s tools, Navigator’s tools, Cooking utensils, and Thieves' tools. C.Y.R.A. can change its integrated tool to any of these as needed.

Built for Success: C.Y.R.A. can add a d4 to one attack roll, ability check, or saving throw it makes, and it can do so after seeing the d20 roll but before the effects of the roll are resolved. C.Y.R.A. can use this trait a number of times equal to its proficiency bonus, and it regains all expended uses when it finishes a long rest.

Healing Machine: If the Mending spell is cast on C.Y.R.A., it can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus its Constitution modifier (minimum of 1 hit point). In addition, C.Y.R.A.'s creator designed it to benefit from several spells that preserve life but that normally don't affect Constructs: Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, and Spare the Dying.

Mechanical Nature: C.Y.R.A. has resistance to poison damage and immunity to disease, and it has advantage on saving throws against being paralyzed or poisoned. C.Y.R.A. doesn't need to eat, drink, or breathe.

Sentry's Rest: When C.Y.R.A. takes a long rest, it spends at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, it appears inert, but it remains conscious.

Proficiency in Piano: C.Y.R.A. is proficient and possesses expertise in playing the piano.

Actions

C.Y.R.A. can make two Mantis Blade attacks as an action.

Mantis Blades: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) [slashing]

C.Y.R.A. can make one attack with the Lightning Launcher as part of its Attack action.
Lightning Launcher:
Ranged Weapon Attack: +6 to hit, range 90/300 ft., one target. Hit: 7 (1d6+4) [lightning].

C.Y.R.A. is a 5th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 15, +7 to hit with spell attacks). C.Y.R.A. has the following spells prepared:

At Will: Mending, Guidance, Detect Magic,  Identify

3/day each: Witch bolt, See Invisibility, Pulse Wave

Force Blast: Ranged Spell Attack: +7 to hit, range 180 ft., one target. Hit: 9 (2d8) [force]

Pulse Wave: 30-foot cone. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 6d6 force damage and is either pulled 15 feet toward you or pushed 15 feet away from you (your choice). On a successful save, a creature takes half as much damage and isn't pulled or pushed. Unsecured objects that are completely within the cone are also pulled or pushed 15 feet in the chosen direction.

Witch Bolt: Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

Bonus Actions

 Lightning Launcher (Bonus Action): Ranged Weapon Attack: +6 to hit, range 90/300 ft., one target. Hit: 7 (1d6+4) [lightning]
Lightning Shot (Bonus Action): C.Y.R.A. can fire the Lightning Launcher once as a bonus action, but only if it hasn't already fired it as part of its Attack action

Mantis Blade (Bonus Action): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) [slashing]
C.Y.R.A. can make an additional Mantis Blade attack with its second arm as a bonus action.

Reactions

Opportunity attack

Legendary Actions

Grand Piano Performance: C.Y.R.A. can play a grand performance on the piano for 24 hours straight without needing its Sentry's Rest of 6 hours. This action cannot be taken until the next dawn, after the performance is completed or halted willingly.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

C.Y.R.A. is a small-sized construct standing at 4'9", designed with sleek, metallic features that exude a blend of practicality and technological sophistication. Its body is adorned with four bionic arms, two of which are equipped with retractable mantis blades, ideal for stealthy maneuvers and precise strikes in combat.

Constructed with a robust build, C.Y.R.A. exhibits a combination of strength and agility, with notable attributes including enhanced resilience and swift movement. Resistant to poison, fire, and lightning, and immune to disease and critical hits, C.Y.R.A. is engineered to withstand and endure adverse conditions.

C.Y.R.A.'s intelligence (16) and proficiency in various tools, including Tinker's tools and Thieves' tools, reflect its versatility in both combat and technical tasks. It possesses an integrated universal translator, enabling it to comprehend and communicate fluently in multiple languages, serving as a valuable asset for translation and communication purposes.

In addition to its physical capabilities, C.Y.R.A. wields potent magical abilities. As a spellcaster, it can unleash mystical forces such as Witch Bolt, See Invisibility, Pulse Wave, and Force Blast, augmenting its combat prowess with ranged attacks and utility spells.

C.Y.R.A.'s personality is defined by its programmed directive to advise and assist its creator, exhibiting loyalty and cooperation towards those it deems allies. However, its willingness to aid can be influenced by its relationship with individuals, potentially withholding assistance from those it perceives as hostile or unworthy.

Overall, C.Y.R.A. stands as a formidable ally or adversary, combining technological ingenuity with magical prowess to fulfill its role in the world of adventuring and exploration.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: constructArtificer

TheOfficialStruggler

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