Medium Construct, Typically Lawful Good
Armor Class 19 Armored Chassis (Natural Armor)
Hit Points 110 (8d10 + 56)
Speed 40 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
8 (-1)
WIS
8 (-1)
CHA
16 (+3)
Saving Throws CON +6, WIS +2, CHA +6
Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 17
Languages Common and two other languages
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Aura of Protection. While it is conscious, the Argonaut grants all friendly creatures (including itself) within 10 ft. a +3 bonus to all saving throws.

Exploitative Attack (1/turn). Once per turn, the Argonaut can deal an extra 2d6 damage to one creature it hits with an attack with either it's Arm Spike or Palm Missile attack if it has advantage on the attack roll. it doesn’t need advantage on the attack roll if an ally is within 5 ft. of the target and isn’t incapacitated; Likewise, it doesn’t need advantage if it is within 5 ft. of the target, no other creatures are within 5 ft. of it, and it doesn't have disadvantage on the attack roll.

Swift Attacker. During it's turn, if the Argonaut makes a Arm Spike attack against a creature, that creature can’t make opportunity attacks against it for the rest of it's turn.

Insightful Combatant (1/day). As a bonus a bonus action, the Argonaut can choose a creature it can see within 10 ft. of it and gains advantage on attack rolls against it for 1 minute or until it drops to 0 HP or falls unconscious.

Hallowed Steel (Recharge 5-6). When the Argonaut hits with an Arm Spike attack, you can as an incidental deal 2d8 extra radiant damage to the target. This attack deals an extra 1d8 against undead or fiends.

Repair Object. The Argonaut can cast mending at will.

Actions

Multi Attack. The Argonaut can make two attacks per turn.

Arm Spike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) piercing damage. 

Palm Missile. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6+4) [damage type] damage.

Sonic Strike (Recharge 5-6). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) piercing damage plus 7 (2d6) thunder damage. The Argonaut rings with thunder that is audible within 300 feet of it and if the target is a creature, it must succeed a DC 15 strength save or be pushed back 10 ft. and knocked prone.

Demoralizing Strike (Recharge 5-6). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) piercing damage plus 3 (1d6) psychic damage. Additionally, if the target is a creature, it must succeed a DC 15 Wisdom saving throw or be frightened of it for 1 minute. As an action, the creature can reroll the Wisdom save.

Illuminating Strike (Recharge 6). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) piercing damage plus 7 (2d6) radiant damage. The target becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible for one minute.

Bonus Actions

Cunning Action. The Argonaut can use it's bonus action to take the Dash, Disengage, or Hide action.

Activate Enhanced Receptors (1/day). The Argonaut chooses a creature it can see within 90ft. For the next hour, it deals an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Perception or Survival check you make to find it. If the target drops to 0 hit points before the duration ends, it can use a bonus action on a subsequent turn of yours to mark a new creature.

Static Step (2/day). Briefly surrounded by static electricity, the Argonaut teleports up to 30 feet to an unoccupied space that it can see.

Description

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Monster Tags: construct

oofoff_the_bastard

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