Medium Construct, Unaligned
Armor Class 18 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 20 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)
Damage Vulnerabilities Lightning
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Gnomish Can understand but not speak. understands one language of its creator but can’t speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.

Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.

Repair Mode. If Mending is cast by the user on the Defend-o-Matic, it heals for 1d6+3 hit points. 

Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn’t function at the start of its next turn.

Slow and Steady. The clockwork is limited to 20 feet of movement and cannot run, dash, swim, or climb. 

Ground Fault. The clockwork has vulnerability to lightning damage.

Grinding Gears. The clockwork has disadvantage on stealth checks. 

Actions

Knockdown.  Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5  (1d4 + 2) bludgeoning damage, and if the target is Large or smaller, it is knocked prone.

Reactions

Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the clockwork gives that creature a +3 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the attacker.

Description

 The Defend-o-Matic is a mechanical construct of Gnomish design that takes the shape of a 6-inch metal cube in its dormant state. Upon pressing the button on the top of the cube, the Defend-o-Matic will take 3 rounds to unfold from the cube into a medium construct.

The construct is 5-feet tall and covered in steel plates riveted to its round body. A large oblong shield is attached to each arm, with spring-loaded apparatuses protruding from its shoulders and piston rhythmically as steam hisses from its joints when it moves. There is a small spherical head atop its body, with no visible features on its face. There is a wind-up key in its back that continually spins after its been activated. The Defend-o-Matic mechanical nature makes a great deal of noise, even when not moving, and has disadvantage on stealth checks. 

The user can command the Defend-o-Matic during their bonus action. It will obey its user's commands for 10 minutes before reverting back to its cube state. The Defend-o-Magic takes 3 days to recharge before it can be used again. 


 

 

Previous Versions

Name Date Modified Views Adds Version Actions
12/15/2024 1:29:04 AM
4
1
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Coming Soon

Monster Tags: construct

Habitat: ForestGrasslandHillMountain

kjames

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