Jak (VII)

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VII, Steel Defender

Medium construct, Neutral

  • Armor Class 15 (natural armor)
  • Hit Points 62
  • Speed 40ft.

str

14 (+2)

dex

12 (+1)

con

14 (+2)

int

04 (-3)

wis

10 (+0)

cha

06 (-2)

  • Saving Throws DEX +3, CON +4
  • Skills Athletics +8, Perception +6
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poison
  • Senses Darkvision 60ft., Passive Perception 14
  • Languages Understands Common, Dwarvish, Gnomish, Goblin, Primordial

Vigiliant. Cannot be surprised.

Far Sight. As long as the defender is on the same plane of existence as its creator, the artificer can see through its thirdeye, which has Darkvision 60ft. If the eye is destroyed, the creator is blinded for 2d12 hours.

actions

  • Force-Empowered Rend.Melee +4 to hit, reach 5ft., one target you can see. Hit: (1d08 +8), force damage
  • Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 2hp to itself or to one construct or object within 5ft of it.

reactions

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

VII, Steel Defender

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Might of the Master. The following numbers increase by 1 when the the artificer's proficiency bonus increases by 1: the defender’s skill and saving throw bonuses, the bonuses to hit and damage of its rend attack, and the number of hp restored by its Repair action.

Steel Defender. In combat, the steel defender shares the artificer's initiative count, but it takes its turn immediately after them. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless the artificer takes a bonus action on their 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 2d6hp. If it has died within the last hour, the artificer can use their smith’s tools as an action to revive it, provided they are within 5ft of it and they expend a spell slot of 1st level or higher. The steel defender returns to life after 1min with all its hp restored.

Layout from DND 5th Edition's Monster Manual