Armor Class 15 natural armor
Hit Points 50 (9d6 + 18)
Speed 20 ft.
STR
16 (+3)
DEX
7 (-2)
CON
16 (+3)
INT
8 (-1)
WIS
6 (-2)
CHA
4 (-3)
Saving Throws STR +5
Damage Vulnerabilities Lightning
Damage Resistances Slashing
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Frightened, Poisoned
Senses Blindsight 120 ft., Passive Perception 8
Languages Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

 Record. Charles can use a bonus action to quickly jot down information in his log book, or perform a speed drawing of a subject he can see.

Actions

Bludgeon. Charles uses his arm to smack a target. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d8 + 3 bludgeoning damage.

Activate Feature. Charles has special features he can use on command from his recognized master. Use one action point to activate one of these features as an action.

Description

Introducing Charles

Charles is a 300 pound mechanical automaton originally designed to act as a field research companion. His primary directive is to protect his attuned master and accurately record information.

Constructed Nature. Charles doesn't require air, food, drink, or sleep.


Breakdown & Repair

Inorganic. Magical healing has no effect on Charles.

Breakdown. When Charles is reduced to 0 hit points, he breaks down until repaired. He becomes an inanimate object with AC 13 and 30 hit points. If he is reduced to 0 hit points in this form, he is destroyed.

Field Repair. A creature that has attuned to Charles has gained sufficient understanding of his mechanics to perform a field repair, which restores 10 hit points and costs 20 gp of spare parts per hour of repair. If Charles was broken down at the time the repair began, he must be restored to full hit points before he becomes operational again.


Action Points & Special Features

A creature can attune to Charles as his master, just like they would a magic item. Charles only follows commands given by an attuned creature. Once attuned, the following special features can be activated by giving Charles a verbal command, consuming the number of action points specified. Additional features can be unlocked by paying the cost specified next to its name. Some features may be passive, and do not require an action nor action points to use.

Recharge (Unlocked)

Charles automatically regains 1d4 action points every day at dawn. This feature is passive and doesn't consume an action point.

Jetpack (Unlocked)

Charles can use 1 action point to gain a flying speed of 30 feet until the end of his next turn. He can carry up to 240 pounds while flying this way.

Identification (350 gp of owlbear feathers)

Charles can use 1 action point to cast the identify spell or comprehend languages spell without requiring any material components. He retains the information gleaned from these spells indefinitely, unless instructed otherwise by his attuned master.

Eagle Eye (400 gp of glass eyeballs)

Charles can use 1 action point to zoom in on a distant point he can see up to 2 miles away. While using this feature, Charles is paralyzed except for his head, which he can rotate and jettison to hover at a maximum of 30 feet above his body. If it is jostled significantly, it must be manually replaced on his body.

Refrigeration (500 gp of glass splinters)

Charles gains an enchanted, insulated chamber in his chest cavity. Charles can use 1 action point to maintain a constant temperature of his choice in the chamber until the next dawn, at a minimum of -20° Celsius (0° F) and maximum of 60° Celsius (140° F). Charles can lock and unlock the chamber, which can hold 2 cubic feet of material, at his attuned master's will.

Remote Guardian (1,000 gp of diamond dust)

Charles can use 1 action point to touch his attuned master and create a mystic connection between himself and the master for 1 hour.

While within 60 feet of Charles, the master gains a +1 bonus to AC and saving throws, and has resistance to all damage. Each time the master takes damage, Charles takes the same amount of damage.

This feature ends early if Charles drops to 0 hit points or if Charles and the master become separated by more than 60 feet. It also ends early if the Warding Bond spell is used on Charles or his master. Charles can dismiss this feature as a bonus action.

Adamantine Shell (1,250 gp of adamantine, passive)

Charles' natural armor bonds with adamantine plating, permanently increasing his Armor Class to 17 and increasing his hit point maximum to 75. In addition, his Slam attack damage increases to 1d10 + 3. This feature is passive and doesn't consume an action point.

Arcane Turret (1,500 gp of assorted parts and gems)

Charles can use 1 action point to shift his form, plant his body in the ground, and activate Arcane Turret mode.

Turret Blast. As an action while in this mode, Charles makes a ranged spell attack at one creature or object within 120 feet of him. On a hit, the target takes 2d8 + 3 force damage, and if the target is Large or smaller, it is pushed up to 5 feet away from Charles.

Stationary. While in this mode, Charles is almost entirely paralyzed:

  • He can't take actions or reactions (except Turret Blast)
  • He can't move or speak.
  • He automatically fails Strength and Dexterity saving throws.
  • Attack rolls against him have advantage.
  • Any attack that hits him is a critical hit if the attacker is within 5 feet of Charles.
  • Charles can use an action to return to normal operating mode. He also returns to normal operating mode if he is knocked prone.

Monster Tags: construct

Vexir

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