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Clockwork Assistant in Dungeons & Dragons 5e

Clockwork Assistant

Small construct, unaligned
Armor Class 12 (Natural Armor)
Hit Points [roll:2d10+2
Speed 30ft

STR
12 +1
DEX
10 0
CON
14 +2
INT
8 -1
WIS
10 0
CHA
3 -4

Skills Proficient in any 2 skills at time of creation.
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 10
Languages Understands the primary language of owner
Challenge 1/2


Augment. The Clockwork Assistant can have up to 1 augment rune.   Regeneration. The Clockwork Assistant regains 1 hit point at the start of its turn if it has at least 1 hit point.   Reconstruct. Clockwork Assistants that have been destroyed can be reconstructed. The process requires 1 day and a DC 12 Tinker check, or 100 gold. (A Tinker check requires Tinker's Tools)


Actions

Attack. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4+1 Bludgeoning Damage   Defend. The Clockwork Assistant can impose disadvantage on all attacks against its master if they are within 5 ft.

Reactions

Revive. If the master of the Clockwork Assistant is within 30 ft. and is reduced to 0 hit points, the Assistant uses the dash action towards their master, and heals their master for 1d4 hit points. They can use this ability once per long rest.


 

Clockwork Assistants act as animal companions in all ways, except that they can be recreated, upgraded with new parts or materials, and can be repaired if destroyed. Additionally those who control a Clockwork Assistant can use their reaction to issue a single command that the creature continues to follow until a new command is issued, or on their turn act as if they were the assistant. If no commands are given to the Assistant they use the help action by default


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