.Immutable Form. The Clockwork Humanoid is immune to any spell or effect that would alter its form
Magic Resistance. The Clockwork Humanoid has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Clockwork Humanoid's weapon attacks are magical
Specialization. When the Clockwork Humanoid was made, they creator may build them for the purpose of a specific job..
- Soldier. These Clockwork Humanoids were created to be guards or soldier. They have a +2 Strength Score and a +2 to their AC
- Entertainer. These Clockwork Humanoids were made to be servants and entertainer. They switch out they have a strength of 10 and a Charisma of 14. They are proficient with one type of instrument which is built into their design and they are proficient with Performance checks.
- Scout. These Clockwork Humanoid were designed to be quick scouts and messengers. They have a +2 to their Dexterity Score, their walking speed is increased by 5ft and when they are traveling alone for an extended period of time (one hour or more), they can move stealthily at a normal pace.
Clockwork Humanoids are constructs built thru common gnomish techniques with a specific person in mind. They live out their existences in order to serve their creator and fulfill that purpose.
Variant: Achieved Sentience. Through purposeful or accidental means, a Clockwork Humanoid may gain sentience. The usually stick to lawful alignments and all of their mental ability scores are ten, unless stated otherwise through their specification.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 3) piercing damage.
Description
Constructs with gnomish design that reside in ancient ruins or cities. Most of them mindlessly follow their last objective until they die, some that are sentient however, build entire cities for themselves.
Previous Versions
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