Constructed Nature. The assistant doesn’t require air, food, drink, or sleep.
Helpful Subroutines. As a bonus action, the assistant can grant the Help action to a creature within 5 ft. of it.
Mechanical Weakness. A critical hit against the automaton causes it to seize; it must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Steam Puff (Recharge 6). The automaton releases a relatively harmless burst of steam. Creatures within 10 ft. must succeed on a DC 10 Constitution save or have their vision obscured until the end of their next turn (flavourful, not really harmful)
Steam Puff Overcharge (Recharge 6). (Automation suffers (1d4) damage).
The automation builds up an abundance of high pressure steam, rivets twang under strain, a sudden violent burst of steam bursts out within a cone of 15ft, any creature within a range takes (1d6+2) fire damage.
As a bonus action, the assistant can grant the Help action to a creature within 5 ft. of it.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
This battered but loyal construct was designed as a workshop assistant. Its joints squeak, and it sometimes freezes mid-motion before jolting back to life. Though not a strong fighter, it can lend a hand, carry gear, lift heavy objects, or give tactical advantage in combat by distracting enemies.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.