Hunchbacked.ZZex ex has disadvantage on dexterity saving throws.
Six Clawed Toes. Zex can use each foot as as if it were a hand, to grasp toes, weild weapons, ans manipulate objects.
Pack Tactics. Zex has advantage on an attack roll against a creature if at least one of the Zex's allies is within 5 feet of the creature and the ally isn't incapacitated.
Immutable Form. Zen is immune to any spell or effect that would alter its form.
Magic Resistance. Zen has advantage on Saving Throws against Spells and other magical effects.
Magic Weapins. The golem's weapon attacks are magical.
Steel Nature. If the mending spell is cast on Zen, it regains 2d6 hit points. If Zen has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. Zen returns to life after 1 minute with all its hit points restored.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Clawed Toes. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 8 (2d6+2) slashing damage.
Automated Handcrossbow*. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
*Holds 50 bolts and fires once every round.
Fire Wand Hand Attachment (rechange 5-6.) Zex extends his finger into a wand a casts Scorching Ray (DC14).
Repair (3/Day). The magical mechanisms inside Zex restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.
Description
Zex a clockwork servant created by the Alchemist Den the Mad. He has six clawed toes on each mechanical foot, and a crossbow mounted on his hunched back.
Previous Versions
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