Botlor | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Botlor

Mechanical Butlers

Botlers, originally called Autlins, are humble, sentient constructs created originally by the rock gnomes of the east Morwall, and later adopted by the Senpirial empire as butlers, servants, translators and traveling companions. They are 5 foot tall and commonly made with bronze or copper and roll about on a single wheel. They are loyal and kindhearted to their masters, and their simulated emotions drive them to depression to any form of abandonment.
If you are playing a Botler, consider why your character has resorted to adventuring. You may roll on the table below or choose an option, or create your own flavorful reason.
Roll Adventuring Hook
1 It was faulty or hacked, and gained an uncharacteristic curiosity.
2 It was hacked by a party member and you it follows your party into danger.
3 It is reluctant and following the party against its will.
4 It is the property of a party member
ability score increase: Your Charisma increases by 2, and your intelligence increases by 1, to a maximum of 20.
age:
alignment: Botlors are always programmed to be lawful good, but can be other alignments due to a malfunction or faulty programming.
Size: Medium
speed: 30ft
Languages: You can speak, read, and write Common and two other languages of your choice.
race features:
Artificial Charm. You have proficiency in Persuasion and Performance.
Constructed Nature.
You don't need to eat or drink, and you are a construct.
Darkvision
. Your robot nature grants you darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Power off.
Instead of sleeping, you must power off for eight ours. You may power down at will, but a creature must spend an action to wake you up.
Programmed Helper.
You can use the help action as a bonus action.
Reliable Loyalty.
You can't be charmed unless a creature succeeds an Intelligence (Sleight of Hand) check to rewire your circuits while you are unconscious. The DC is equal to 8 + your proficiency bonus + your Intelligence modifier.

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DreamsAlong.

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