User:Rlyehable/Sandbox/3: Difference between revisions
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{{5e Monster | {{5e Monster | ||
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|name=Kitty (Steel Defender) <!--Creature Name--> | |name=Kitty (Steel Defender) <!--Creature Name--> | ||
|sorttext=Steel Defender Kitty <!--usually blank. text to sort by--> | |sorttext=Steel Defender Kitty <!--usually blank. text to sort by--> |
Latest revision as of 21:27, 28 February 2020
Kitty (Steel Defender) (NPC) | ||||||||||||
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Medium Construct (Steel Defenders), Neutral | ||||||||||||
Armor Class: 15 (natural armor) | ||||||||||||
Hit Points: 20 (calculated) | ||||||||||||
Speed: 40 ft. | ||||||||||||
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Saving Throws: Dex +3, Con +4 | ||||||||||||
Skills: Athletics +4, Perception +4 | ||||||||||||
Damage Immunity: poison | ||||||||||||
Condition Immune: charmed, exhaustion, poisoned | ||||||||||||
Senses: darkvision 60 ft., passive perception 14 | ||||||||||||
Languages:
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Challenge: —Proficiency Bonus (PB): | ||||||||||||
Might of the Master. The following numbers increase by 1 when Albrighct's proficiency bonus increases by 1: the defender's skill and saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below).
Vigilant. The defender can't be surprised. ActionsForce-Empowered Rend. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d8+2 force damage. Repair (3/Day). The magical mechanisms inside the defender restore 2d8+2 hit points to itself or to one construct or object within 5 feet of it. ReactionsDeflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender. |
"Kitty" is the Steel Defender of Albrighct Schmidtmiester, Artificer. Kitty looks like a mechanical panther.
In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your 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 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.