Constructed Resilience.
Resistant to poison damage and advantage on saves against the poisoned condition
Doesn't require air, food, or drink.
Doesn't require sleep and can't be put to sleep by magic.
Immune to disease.
Integrated Protection. +1 AC, must spend 1 hour to integrate armor onto their body, integrated armor can't be removed unwillingly
Spellcasting. The AeorMut is a 3rd-level spellcaster. Its spellcasting ability is [Intelligence 12] (Spell Save DC 11, +3 to hit with spell attacks)
The AeorMut has the following [Cleric], [Ranger] spells prepared:
Cantrips (at will): [Guidance]
1st level (3 slots): [Healing Word]
2nd Level (2 Slot): [Calm Emotions], [Hold Person], [Locate Animals or Plants], [Locate Object], [Find Trap]
* Ability Modifier = (Ability Score -10)/2, Proficiency Bonus = Character Level; Level 3 = +2, Spell Save DC = 8+Spellcasting Ability Modifier+Proficiency Bonus, Spell Attack Modifier = Proficiency Bonus+Spellcasting Ability Modifier
On a critical damage to it's red crystal core, it will explode for 20d8 damage that ignores resistance, destroying the Aeormut by creating a narrow blast radius of damage as well, with its own gravitational pull.
Bite. Melee Weapon Attack: +4 to hit, range 5 ft., 1 target. Hit: 5 (1d8 + 2) [piercing damage] damage.
Bait and Switch. When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Bait and Switch. When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Description
AeorMut are a type of mechanical/Aeormaton dog. AeorMuts were design as a hunter's companion. They are under 2 feet tall and under 4 feet long, has joints as seemingly natural and maneuverable as a normal dogs, and was made of stone, metals enchanted with grooves and runes, and strange rubber-like materials. Others have decorative etchings and filigree engraved into their body, but apparently have bodies made of metal exclusively. Inside their chest cavity or head is a red crystal which plugs into a socket. The gem appears to be the central power unit for an AeorMut.
AeorMuts' eyes take different colors, and may alternate colors depending on their emotional state. Some have eyes that have only been seen glowing one color: a dull blue, or green. AeorMut ordinarily had blue eyes, but they could turn red when the AeorMut was highly distressed. One had orange eyes that changed to glow green on occasion. Internally, AeorMuts have a fluid that mechanically enables their movement, and that fluid can be manipulated with hemocraft (blood magic).
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