Medium Construct, Unaligned
Armor Class 14 natural armor
Hit Points 15 (2d8 + 6)
Speed 20 ft.
STR
14 (+2)
DEX
11 (+0)
CON
16 (+3)
INT
4 (-3)
WIS
6 (-2)
CHA
2 (-4)
Saving Throws CON +5
Damage Resistances Acid, Fire, Slashing
Damage Immunities Lightning, Poison, Psychic
Senses Blindsight 30 ft., Passive Perception 8
Languages none, understands its creator in any language
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Heat Retention. when the Copper Swordsman takes fire damage, it deals an equal amount of damage to the next creature that touches it.

Death Burst. when the Copper Swordsman dies, it explodes. Any creature within 10 feet of it must make a DC8 dexterity saving throw, taking 2D6 fire damage on a failed save, and half damage on a successful save. This destroys the Copper Swordsman's remains, and its sword in a -2 longsword.

Actions

Longsword. melee weapon attack: +4 to hit, reach 5 ft., 1 target. hit: 1D8+2 slashing damage.

Reactions

Parry. the Copper Swordsman makes a DC12 dexterity (acrobatics) saving throw. On a success, it adds its proficiency bonus to its AC against the triggering attack, if it is using a longsword.

Description

Metal Warriors. a group of adventurers walk through a castle hall, lined with copper statues. Six feet tall, with razor-edged swords, they have amber eyes that glitter with a strange life. then, they turn to attack, rushing at the adventurers in a rattle of clanking steps.

Unflinching guardians. forged from copper, these fighters experience no pain or fear. They will stand to guard a door or hallway, or march to battle, cutting apart any in their way. They will fight until destroyed, never attempting to escape until given orders to do so.

Construct nature. the Copper Swordsman does not require drink or sleep. A furnace burns inside the guardian's chest, and required 1 pound of coal a day to remain burning. If it stops burning, the guardian becomes inert until it is relit.

Habitat: Urban

terasques

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