Artifact Body. Unit 043 may only recover hit points after being repaired during a short rest by the Artificer it is attuned to, requiring a DC 15 Artificer's tool check.
Evasion. If Unit 043 is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Unit043 instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Echolocation. Unit 043 can’t use its blindsight while deafened.
Magic Resistance. Unit 043 has advantage on saving throws against spells and other magical effects. .
Perfect Memory.
Innate Spellcasting (Artifice). Unit 043's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: Message, Resistance, Shocking grasp
3/day each: Alarm, Detect Magic, Identify, Comprehend Languages, Fabricate
1/day each: Dispel Magic, Protection From Energy, Creation
Force Strike. Ranged Weapon Attack: +8 to hit, range 30 ft., one target you can see. Hit: 8 Force Damage. This Damage is always considered Non-Lethal
Invisibility. Unit 043 magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Recovery (3/Long Rest). Unit 043 magically restores 5 hit points to a creature or construct it can see.
Limited Spellcasting. Unit 043 casts a stored spell.
Cover. As a reaction to seeing a friendly creature targeted by an attack, or forced to make a Dexterity saving throw, the Unit can magically provide the creature with 3/4's cover, potentially causing the attack to miss, or the creature to pass the saving throw.
Comments