Tiny Swarm of Medium humanoids, Any Alignment
Armor Class 15 (natural armor)
Hit Points 15 (3d10)
Speed 40 ft., Climb 50 ft., Burrow 15 ft.
STR
6 (-2)
DEX
14 (+2)
CON
13 (+1)
INT
13 (+1)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws DEX +4, CON +3
Skills Athletics +4, Perception +4, Stealth +6
Damage Vulnerabilities Acid, Fire, Thunder
Damage Resistances Bludgeoning, Necrotic, Bludgeoning from non magical attacks
Damage Immunities Cold, Lightning, Poison
Senses Tremorsense 80 ft, Truesight 60 ft., Passive Perception 14
Languages All Can understand all languages, but can’t speak understands the languages you speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below).

Vigilant. The defender can’t be surprised.

Steel Defender. In combat, the steel defender shares your initiative count, but it takes its turn immediately     after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

Actions

Force-Empowered Rend. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.

Cursed Bite (2/short rest). Melee weapon attack: +4 to hit, on touch, one target. The spider bites a target. If it hits, a coin is flipped, and the target either takes 1d8+3 poison damage, or is paralysed for one turn.

Web of lies (cantrip). Ranged attack: +4 to hit, 10 ft range, one target. The target must succeed in a DC 13 dex saving throw or they are ensnared in a web. They fall prone and it requires all movement to free themselves and stand. If the target is ensnared, a torrent of different desires are unleashed into their mind, causing them to take 1d4 psychic damage

Reactions

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Description

You determine the basic appearance. This has no impact on the game. The spider must have a triple segmented body - head, chassis and abdomen, the spider has 8 legs and 8 eyes, providing a full 360 degree vision.

Barneyarul

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