Mechanical Guard (5e Creature)

This page is incomplete and/or lacking flavor. Reason: Incomplete. See the 5e Creature Design Guide if you need help.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Medium construct, unaligned


Armor Class 16 (Natural Armor)
Hit Points 50 (6)
Speed 20


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 17 (+3) 1 (-5) 3 (-4) 1 (-5)

Skills Athletics +6, Perception +2
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned.
Senses passive Perception 12
Languages
Challenge 3 (700 XP)


False Appearance. While the Automaton Guard remains motionless, it is indistinguishable from a normal suit of armor on display.

Easy Build. An Automaton that drops to 0 hp can be restored to full hp with 50 GP and 2h of work.

ACTIONS

Iron Punch. Melee Fist Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Bludgeoning damage.

Jack Hammer. Melee Double Fist Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) Bludgeoning damage.

REACTIONS

Guard. The Automaton can use his reaction to take the full damage from an ally that is within 5 ft.

0.00
(0 votes)

Back to Main Page 5e Homebrew Creatures

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.