CA- 5284 "Gearheart"

Description:    Gearheart is a marvel of clockwork engineering, standing at around 6 feet tall. Constructed with precision, its metallic body gleams with polished brass and intricate gears, giving it a mesmerizing appearance. Its glowing blue eyes radiate with an otherworldly light, and its movements are smooth and calculated. Gearheart's purpose is to provide support and healing to its companions, and its design reflects that.   Tactics:   Gearheart is a dedicated healer and utility provider. Its primary role is to support the party by mending wounds, curing ailments, and providing beneficial effects during combat. Gearheart uses its knowledge of physiology and magical agmentations to heal wounds, remove negative conditions, and enhance the abilities of its allies. It carefully assesses the battlefield, prioritizing healing and support based on the needs of its companions. Gearheart can also engage in melee combat if necessary, utilizing its strength and durability to defend itself and its allies. With its mechanical precision, it rarely falters and always maintains a composed demeanor, diligently fulfilling its role as a vital member of the adventuring party.   Stats:
  • HP-120
  • AC 18
Str 16 (+3) Dex 14 (+2) Con 18 (+4) Wis 20 (+5) Cha 10 Int 12 (+1)
 
  • Skills: Medicine, Religion, Insight, Arcana
Actions
  • Sword Strike: +8 hit, deals 1d8+5 damage
  • Shoulder Mounted Slugger: +10 hit, deals 1d6+6 damage
  • Active Defense System: activate as an action, lasts 10 minutes, can use once per day. Whenever an enemy makes a ranged weapon attack against Gearheart or an ally within 30ft of him, Gearheart can attempt to intercept the projectile with one of his own. Roll a 1d6, and on a 5 or 6, he shoots the projectile out of the air. Can be disabled if his shoulder slugger is targeted. 
Abilities
  • Constructed Resilience: Immunity to poison damage, resistance to psychic damage, and advantage on saving throws against being charmed, exhausted, frightened, paralyzed, or poisoned.
  • Repair: Can repair itself during a short rest, restoring hit points equal to 10d10
Spell Casting   Wisdom Spell caster, DC 16 and +8 bonus. 
  • At will: Sacred Flame, Spare the Dying, Cure Wounds, Guiding Bolt
  • 4 per day: Shield of faith, sanctuary, Aid, Spiritual weapon
  • 3 per day: Mass Healing Word, Spirit Guardians, Dispell Magic
  • 1 per day: Mass cure Wounds