Medium Construct, Typically Lawful Neutral
AC 15 (mechanical plating)    Initiative +4 (14)
HP 66 (12d8 + 12)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 14 +2 +4
CON 12 +1 +1
Mod Save
INT 18 +4 +4
WIS 14 +2 +4
CHA 12 +1 +1
Skills Insight +4, Investigation +6, Perception +4, Persuasion +3
Vulnerabilities Lightning
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft.; Passive Perception 14
Languages Modron, Celestial, Infernal; telepathic link to Mechanus units within 300 ft.
CR 4 (XP 1,100; PB +2)
Traits

Tactical Network. Allied constructs within 60 ft. of the Command Unit gain a +2 bonus to attack rolls and saving throws if they can hear or telepathically receive its commands.

Adaptive Targeting. When a creature within 60 ft. damages an allied construct, the Command Unit can use its reaction to mark that creature. All allied constructs have advantage on their next attack roll against the marked creature.

Command Core. If the Command Unit is destroyed, allied constructs within 60 ft. must make a DC 13 Wisdom saving throw. On a failure, they lose the benefits of Tactical Network and have disadvantage on attack rolls until the end of their next turn.

Actions

Arcane Baton. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) force damage.

Disruption Pulse (Recharge 5–6). The Command Unit emits a wave of harmonic interference. All hostile creatures of its choice within 20 ft. must succeed on a DC 14 Constitution saving throw or take 14 (4d6) force damage and have disadvantage on their next attack roll.

Command Directive (1/Turn). The Command Unit issues a battlefield order to one construct within 30 ft. That construct can immediately move up to half its speed and make one weapon attack as a reaction.

Bonus Actions

Calculating Mind. The Command Unit can take the Help action as a bonus action. When it does, the ally gains advantage on both their attack roll and saving throw until the start of the Command Unit’s next turn.

Description

Lore

The Type-T Command Units are the tactical processors of the great Mechanus Legions. Forged in the Strategium Foundries beneath the turning gears of the Fractal Vault, they are not made for brute strength — but for perfect battlefield coordination.

Each Command Unit houses a quantum logic matrix that calculates probability, trajectory, and strategic movements faster than mortal minds can comprehend. Acting as local coordinators, they direct squads of Wardens, optimize attacks, and punish inefficiency with ruthless precision.

Unlike most Mechanus constructs, Type-T Units speak and issue commands, communicating via harmonic data bursts that synchronize lesser automata. A single Command Unit can turn a mob of D1 scouts into a disciplined spearhead — and can adapt in real time to enemy tactics.

Tactics

  • Type-T Command Units stay behind the frontlines, often surrounded by several D1 scouts, B2 Enforcers, or other Wardens.

  • They prioritize marking high-threat targets to guide the firing lines.

  • When threatened, they issue retreat or flanking commands to reposition their forces, rather than engaging directly.

Monster Tags: construct

Habitat: Planar (Mechanus)

Treasure:  None

WilliamTaylor7652

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