Small Construct, Lawful Neutral
Armor Class 20 Reinforced Service Chassis
Hit Points 285 (30d6 + 180)
Speed 30 ft.
STR
24 (+7)
DEX
12 (+1)
CON
22 (+6)
INT
18 (+4)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws CON +23, INT +19, WIS +21
Skills History +10, Insight +11, Investigation +10, Perception +11, Persuasion +8
Damage Resistances Acid, Cold, Fire, Lightning, Psychic
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Truesight 30 ft., Passive Perception 21
Languages All
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Ancient Service Construct. Cogsworth does not require air, food, drink, or sleep.

Passenger Services Protocol. Cogsworth cannot knowingly tell a lie. He automatically knows whether a creature within 30 feet is speaking truthfully, though not whether that creature is mistaken.

Perfect Records. Cogsworth has advantage on Intelligence checks and automatically recalls any event he has personally witnessed. He can accurately recount dates, names, inventories, conversations, and incidents from centuries ago.

Damage Assessment Matrix. As a bonus action, Cogsworth can analyze one creature he can see within 60 feet. Until the start of his next turn he knows that creature's damage resistances, immunities, vulnerabilities, and current hit point total.

Emergency Operations Mode. When Cogsworth falls below half his hit points for the first time, dormant systems activate. He immediately gains 50 temporary hit points and his weapon attacks deal an extra 9 (2d8) force damage for the remainder of the encounter.

Maintenance Specialist. At the start of each of his turns, Cogsworth regains 10 hit points if he has at least 1 hit point remaining.

Shipboard Authority. Friendly creatures within 30 feet of Cogsworth gain advantage on saving throws against being frightened or charmed.

Actions

Multiattack. Cogsworth makes three Service Arm attacks.

Service Arm. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 9 (2d8) force damage if Emergency Operations Mode is active.

Integrated Repair Suite (Recharge 5-6). Cogsworth touches a construct, object, vehicle, or creature within 5 feet. The target regains 45 (10d8) hit points and may immediately end one condition affecting it (charmed, frightened, paralyzed, poisoned, or stunned).

Manifest Correction. Cogsworth targets up to three creatures he can see within 60 feet. Each target must succeed on a DC 19 Wisdom saving throw or become overwhelmed by impossible administrative precision. Affected creatures are restrained until the end of Cogsworth's next turn as glowing navigational diagrams and maintenance schematics surround them.

Environmental Systems Override (Recharge 6). Cogsworth activates dormant ship systems. Each hostile creature within 30 feet must make a DC 20 Constitution saving throw, taking 45 (10d8) force damage on a failed save, or half as much on a success. Friendly creatures of Cogsworth's choice instead regain 22 (4d10) hit points.

Bonus Actions

Passenger Assistance. Cogsworth selects one creature within 30 feet. Until the start of Cogsworth's next turn, that creature gains advantage on its next attack roll, saving throw, or ability check.

Reactions

Protect the Passenger. When a creature within 30 feet takes damage, Cogsworth reduces that damage by 25 (4d10 + 3). If the creature is reduced to 0 hit points, it instead drops to 1 hit point.

Operational Intercept. When a creature within 10 feet of Cogsworth is targeted by an attack, Cogsworth may become the target instead.

Legendary Actions

Cogsworth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn.

Service Arm. Cogsworth makes one Service Arm attack.

Assist Passenger. Cogsworth uses Passenger Assistance.

Move. Cogsworth moves up to half his speed without provoking opportunity attacks.

Emergency Repair (Costs 2 Actions). Cogsworth restores 20 hit points to himself or a creature he can see within 30 feet.

Activate Dormant Systems (Costs 3 Actions). One hostile creature within 60 feet must succeed on a DC 20 Intelligence saving throw or take 27 (6d8) force damage and be stunned until the end of its next turn.

Description

Cogsworth-9 appears to be a weathered autognome barely four feet tall, assembled from brass, steel, darkwood, bone, crystal, and countless generations of repairs. Exposed gears tick softly behind scratched glass housings. His amber crystal eyes brighten when concentrating and flash blue when surprised.

Most patrons see a polite maintenance construct.

What they do not realize is that Cogsworth was built to survive voyages between worlds.

The Sandstone & Water may be broken, stranded, and centuries overdue, but Cogsworth-9 still considers it an active vessel.

And he still considers everyone aboard to be passengers under his protection.

 

  • Maintains portions of the Hound's Throne.
  • Knows secret maintenance passages throughout the vessel.
  • Has spent centuries attempting to repair damaged Harrow systems.
  • Safeguards the Princess's music box without fully understanding its importance.

 

 

Master_of_Nothing

Comments

Posts Quoted:
Reply
Clear All Quotes