| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +17 |
| DEX | 6 | −2 | −2 |
| CON | 30 | +10 | +24 |
| Mod | Save | ||
|---|---|---|---|
| INT | 7 | −2 | −2 |
| WIS | 10 | +0 | +0 |
| CHA | 3 | −4 | −4 |
Bound. The defender is magically bound to an amulet. While the defender and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the defender to travel to it, and the defender knows the distance and direction to the amulet. If the defender is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (round up) is transferred to the defender.
Regeneration. The defender regains 30 Hit Points at the start of each of its turns if it has at least 1 Hit Point.
Spell Storing. A spellcaster who wears the defender's amulet can cause the defender to store one spell of level 7 or lower. To do so, the wearer must cast the spell on the defender while within 5 feet of it. The spell has no effect but is stored within the defender. Any previously stored spell is lost when a new spell is stored. The defender can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster’s spellcasting ability. The stored spell is then lost.
Multiattack. The defender makes two Shield Bash attacks.
Shield Bash. Melee Attack Roll: +9, reach 15 ft. Hit: 15 (2d10 + 5) Bludgeoning damage plus 9 (2d10) Force damage.
Cast the spell mage armor on self once a day without any material components.
Warp Defense. Trigger: An attack roll hits the wearer of the defender's amulet while the wearer is within 20 feet of the defender. Response: The wearer and the defender switch place and the triggering attack is made against the defender instead.
Description
A humanoid shape constructed out of metal with a tower shield on both arms.
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