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Manikin (Boxer) in Dungeons & Dragons 5e

Manikin (Boxer)

Medium construct (robot), unaligned
Armor Class 17 (reinforced skymetal frame)
Hit Points 142 ( 15d10+60)
Speed 30ft

STR
18 +4
DEX
8 -1
CON
18 +4
INT
10 0
WIS
10 0
CHA
8 -1

Saving Throws Int +5, Wis +3, Cha +5
Skills Athletics +7, Perception +4
Damage Vulnerabilities lightning
Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t skymetal (admantine).
Damage Immunities cold, poison, psychic
Condition Immunities charmed, exhaustion, fright­ened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages English
Challenge 7 (2,900 XP)


Gift of the Machine God. As a creature of technology a robot gains many damage and condition resistances and immunities but they are also susceptible to lightning attacks (included).   Electrical Flaw. If the robot suffers lightning damage it may suffer a short circuit that renders it inca­pacitated. The chance the robot short-circuits when taking lightning damage is equal to 1% per point of damage inflicted. For example, if the android takes 10 points of lightning damage it has a 10% chance of short-circuiting. A short-circuited android remains in­ capacitated until repaired.   False Flesh. A manikin robot gains advantage on Charisma (Deception) checks to appear human.   Keen Hearing and Sight. The robot has advantage on all Wisdom (Perception) checks that rely on hearing or sight.   Water Susceptibility. If the robot is immersed in water it automatically short-circuits after 3 rounds.


Actions

Multiattack. The robot makes two machine punches or two wrestling hold attacks or one of each.

Machine Punch. Melee Weapon Attack: +7 to hit ( 1d20+7 ), reach 5 ft., one target. Hit: 11 ( 2d6+4 ) bludgeoning damage. If the target is a creature, the robot can choose one of the following additional effects:

  • The target must succeed on a CON saving throw or be stunned until the end of the an­ droid's next tum.
  • The target must succeed on a DEX sav­ing throw or be knocked prone.
Wrestling Hold. Melee Weapon Attack: +7 to hit 1d20+7 , reach 5 ft., one target. Hit: 8 (1d8 + 4) 1d8+4 bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the robot can't use its wrestling hold attack on another target. If the target is a creature, the robot can choose one of the following additional effects:
  • The target must succeed on a CON saving throw or be deafened as the robot ruptures its eardrums. The deafness can be cured with a lesser restoration spell.
  • The target must succeed on a DEX sav­ing throw or be blinded as the robot gouges its eyes. The blindness can be cured with a lesser restoration spell.
  • The robot can make a bite attack as a bonus action. He targets the creature's ear if possible.
Bite. Melee Weapon Attack: +7 to hit 1d20+7 , reach 5 ft., one target. Hit: 6 (1d4 + 4) 1d4+4 piercing damage. On a critical hit, the target loses its ear.

Reactions

Hard to Kill. The first time during an encounter the robot is reduced to 0 hit points, it instead gains 4d10+16 hit points.


 

A hulking human male with exquisite musculature dressed in a strange single-piece garment of dark, stretchy fabric. A soft, open­ faced helm covers his head and high soft boots with stiff soles dress hisfeet. His hands are covered in thick red leather gauntlets.

Technological


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