Manikin (Karate Trainer) | Monster / Creature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Manikin (Karate Trainer)

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.
  • Melee Agility. So long as the robot lands a blow during its turn it does not provoke attacks of opportunity.
  • Mantis Dance (Recharges on a 4, 5 or 6). If the robot still has its full movement speed at any point during its turn, instead of moving, it may instead trigger mantis dance do dance between foes. It may move up to its speed as part of this effect. Until the end of its next turn, the robot gains a bane (-1d6) when targets try to hit it, and a boon on all saving throws and all noncritical ranged attacks automatically miss.


Actions

Multiattack. The robot makes two machine punch attacks. If it has advantage it can make three attacks.

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 STR saving throw or drop one item it is holding (robot’s choice).
  • The target must succeed on a DEX saving throw or be knocked prone.
  • The target must succeed on a CON saving throw or be stunned until the end of the robot’s next turn.

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.   Deflect Missile (free action, 1/Turn). In response to being hit by a ranged weapon attack, the robot deflects the missile. The damage it takes from the attack is reduced by 1d10 + 4 1d10+4 . If the damage is reduced to 0, the robot catches the missile if it’s small enough to hold in one hand and the robot has a hand free. It may then throw the missile back at the target.


 

This impassive humanoid has shiny, pale skin and an eerily expressionless face. Crafted to look human like, they are not quite there.

Technological


Created by

solomani.

Statblock Type

Monster / Creature

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