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Clockwork Companion in Dungeons & Dragons 5e

Clockwork Companion

Medium construct, unaligned
Armor Class 15 (Natural Armor)
Hit Points 7d10+14
Speed 30ft

STR
15 +2
DEX
12 +1
CON
14 +2
INT
8 -1
WIS
12 +1
CHA
13 +1

Skills Proficient in any 3 skills at time of creation.
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 11
Languages Understands all languages, but only the literal meaning
Challenge 3

At will: Comprehend Languages - constant, Disguise Self - at will


Augment. The Clockwork Companion can have up to 1 augment rune.   Regeneration. The Clockwork Companion regains 5 hit point at the start of its turn if it has at least 1 hit point.   Reconstruct. Clockwork Companions that have been destroyed can be reconstructed. The process requires 2 days and a DC 14 Tinker check, or 800 gold. (A Tinker check requires Tinker's Tools)   Proficiencies. Clockwork Companions are proficient in simple weapons and shields.


Actions

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+2 Bludgeoning Damage

Reactions

Shield From Harm. If the Companion is adjacent to their master when their master would be hit by an attack, the Companion can take the damage instead.


 

A Clockwork Companion is a fully functioning autonomous creation, capable of free thinking, carrying out the day to day activities of a normal worker, and holding a conversation. When bound to a master through attunement they are fiercely loyal.


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