Medium Construct, Typically Neutral
AC 15    Initiative +2 (12)
HP 19 (3d8 + 6)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 12 +1 +1
DEX 15 +2 +4
CON 14 +2 +2
Mod Save
INT 18 +4 +6
WIS 18 +4 +6
CHA 15 +2 +2
Skills Athletics +5, Perception +3
Immunities Poison, Psychic; Charmed, Exhaustion, Poisoned
Senses Passive Perception 13
Languages None
CR 4 (XP 1,100; PB +2)
Traits

Constructed Nature

The automaton doesn't need to eat, drink, breathe, or sleep.

Combat Programming

The medic has advantage on saving throws against being frightened or charmed.

Battlefield Medic

The medic can identify the condition and injuries of any creature it can see within 60 feet.

Emergency Protocol

When an allied automaton within 30 feet is reduced to 0 hit points, the medic can use its reaction to cause that automaton to drop to 1 hit point instead. The medic can use this ability once per round.

Actions

Multiattack

The medic makes two Surgical Blade attacks or two Medical Pistol attacks.

Surgical Blade

Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.

Medical Pistol

Ranged Weapon Attack: +4 to hit, range 60/180 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.

Repair Protocol

The medic targets one allied construct within 5 feet.

The target regains 18 (4d8) hit points and can immediately end one of the following conditions affecting it: blinded, deafened, frightened, paralyzed, or poisoned.

The medic can use this ability three times per day.

Emergency Repair (Recharge 5–6)

The medic releases a pulse of restorative energy.

Up to three allied constructs within 30 feet regain 14 (4d6) hit points.

Defibrillation

The medic touches one allied construct within 5 feet that has died within the last minute. The target must make a DC 15 Constitution saving throw.

On a success, the construct returns to life with 1 hit point.

Once a creature succeeds on this saving throw, it can't benefit from Defibrillation again until it finishes a long rest.

Bonus Actions

Combat Stimulant

The medic injects an allied creature within 5 feet with a powerful mechanical stimulant.

The target gains 10 temporary hit points and has advantage on its next attack roll before the end of its next turn.

Tactical Scan

The medic analyzes one creature it can see within 60 feet. Until the start of the medic's next turn, attacks against that creature by allied automatons deal an additional 2 damage.

Reactions

Emergency Shield

When an allied automaton within 30 feet is hit by an attack, the medic can project a temporary energy shield.

The ally gains +3 AC against the triggering attack, potentially causing the attack to miss.

hezekiahpatterson98

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