| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 14 | +2 | +2 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Acceptable Parameters. The clockwork construct cannot be charmed, frightened, nor canit be compelled to act outside of its instructions or nature.
Autosave. The clockwork construct grants +2 to its bondmate on all skill checks and saving throws.
Proximity Alert. When within 10 feet of its bondmate the clockwork construct has infinite reactions which it may use for attacks of opportunity.
Ressurection. If the clockwork construct dies, during a short rest the bondmate may spend half of their hit dice to ressurect it. It comes back with one hit point and a level of exhaustion.
Punch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Gear Volley. Ranged Weapon Attack: +3 to hit, range 30 ft., one target. Hit: 5 (1d4 + 2) piercing damage.
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