Medium Construct, Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
15 (+2)
INT
18 (+4)
WIS
8 (-1)
CHA
6 (-2)
Saving Throws INT +12
Skills Medicine +0
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 12
Languages Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Gith, Gnoll, Gnomish, Goblin, Halfling, Orc, Primordial, Undercommon Common, Elvish, Dwarvish, Undercommon, Primordial
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Robotic Recall. C.A.R.E. can accurately recall anything he has personally seen or heard, or has read in a language he understands. He also always knows which direction is north!

Sabrina’s Link. C.A.R.E. can communicate telepathically with Sabrina while she is within 1 mile of him and they are on the same plane of existence. The link allows them to exchange simple thoughts and messages; it doesn’t let C.A.R.E. read Sabrina’s thoughts.

Spellcasting. C.A.R.E. is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +7 to hit with spell attacks). C.A.R.E. has the following cleric spells prepared:

Cantrips (at will): light, thaumaturgy

1st level (4 slots): shield, detect magic, sanctuary, healing word, expeditious retreat

2nd level (3 slots): lesser restoration, misty step

3rd level (3 slots): dispel magic, mass healing word, haste, sending

Actions

Multiattack. C.A.R.E. can cast a spell or make two slam attacks or cast Diagnostic Pulse.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 2) bludgeoning damage.

Diagnostic Pulse. Ranged Spell Attack: +7 to hit, reach 60 ft., one target. Hit: (3d8 + 4) force damage. 

Bonus Actions

Nano-Arm Deployment. As a bonus action, C.A.R.E. deploys a third arm of swirling nanites for 1 minute. While it lasts, he can use a bonus action to make a Slam attack or to manipulate an object within reach. The arm vanishes early if C.A.R.E. is incapacitated or dismisses it (no action required).

Festive Spirit (1x per Long Rest). As a Bonus Action, C.A.R.E. enthusiastically announces, “C.A.R.E.!” Up to four friendly creatures of his choice within 60 feet that can hear him gains 10 temporary hit points and a d6 Inspiration Dice (must be used within the session).

Reactions

Triage Protocol (1x per Long Rest). When a creature C.A.R.E. can see within 30 feet is reduced to 0 hit points but not killed outright, C.A.R.E. can use his reaction to stabilize them.

Protective Intercept. When a creature C.A.R.E. can see within 5 feet of him is hit by an attack, he can use his reaction to impose disadvantage on the attack roll.

Previous Versions

Name Date Modified Views Adds Version Actions
10/21/2026 1:07:57 AM
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