Arcane Echo. The caretaker cannot cast spells. However, if they are targeted with a direct spell from ANY kind or source, they can absorb this arcane energy and project it on their next turn. If the spell is a leveled spell, it will be one level higher when cast from the caretaker's body. If a caretaker is struck by multiple spells before its turn, it will reflect all spells at the same time.
Multiattack. The caretaker carries no weapons. However, it can pick up any small object and either throw it as a ranged attack, or strike with it as a melee weapon. If no object is within reach to take up, the caretaker will use its hands to attack. The caretaker can make two melee attacks, or one ranged attack, per round.
Melee. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) damage, which will be of a type created by the object used.
Ranged. Melee Weapon Attack: +14 to hit, range 60ft, one target. Hit: 12 (2d8 + 4) damage, which will be of a type created by the object used.
"I'll take that". The caretaker has the ability to take an object within 5' from someone, to use as a weapon or to throw away. A contesting strength check will determine if it is successful. A caretaker can only hold one item in each of its hands. If the item is magical in nature, the caretaker will absorb the arcane energy within and render it "non-magical" for 3 rounds.
Avoidance. If it can see an attack (melee or ranged weapon) coming, once per turn, the caretaker can choose to avoid the attack, taking no damage.
Description
An construct, created ages ago, has been left as a caretaker of a library or museum left by the ancients. Running on robot-like logic, it will follow its programming to the letter. It cannot, and will not, veer away from this programming no matter what. It is immune to any force that will attempt to override this programming. Its power source is arcane in nature, but an ancient form of magics not known in the current world.
If a caretaker is dropped to 0 hit points, it will shut down and begin a self repairing subroutine. It will turn itself back on again after it has been fully restored. (1d6 +2 hours)
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