Metal Morale. The Mechanical Minion shares your initiative number however it goes immediately after you in combat. It can move on its own however it will only use one of its actions if you command it to as a bonus action on your turn. If no command is given then the Mechanical Minion will either dash, hide, or disengage as it's action, unless it is directly under attack by an enemy target, in which case, it will use an action to defend itself.
Fly By Grab. The Mechanical Minion can carry up to 15 pounds at one time, however while holding onto more than 10 pounds it can only make 1 attack and while holding 15 pounds it can not attack on its turn. The Mechanical Minion must be commanded to carry anything however once picked up, it will be held until the next command that would end this action.
Frequent Malfunction. Upon reaching 0 hit points, the Mechanical Minion will fall prone and will be nonfunctional until fixed. The Mechanical Minion can be fixed in 1d4 hours however if it takes twice as much damage as it's hit points can take then it is destroyed and will take 1d4 days of dedicated work to fix.
Multiattack. The Mechanical Minion can make 2 attacks in any combination or make 1 Sonic Screech.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 8 (2d4 + 2) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target you can see. Hit: 8 (2d6 + 1) slashing damage
Sonic Screech (1/day). The construct unleashes a screeching sound attack in 30 foot-line. Each creature in the line must make a DC 15 Constitution saving throw, taking 15 (3d8 + 1) force damage, or half as much on a successful saving throw.
Description
You determine the creature’s appearance as to what type of animal the creature is; your choice has no effect on its game statistics.
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