Dvalian Autonomaton
Description and Stratagy
The Dvalian Automaton is a hulking construct of intricate Dwarvish craftsmanship, standing at 8 feet tall and adorned with ornate mechanical engravings. In combat, it relies on its imposing physical strength to deliver bone-crushing slam attacks, and it has a reactive shock mechanism that releases devastating electrical bursts when struck by foes. This automaton is cunning, using its reactive shield to absorb and resist magical attacks and its self-repair ability to regain vitality over time. It strategically prioritizes the most immediate threats and employs its lightning burst to disperse clustered adversaries. Its relentless and methodical combat style, combined with its resilience, makes it a formidable guardian of Dvalian vaults and a daunting challenge for any intruders.
Stats
- Large Construct, Unaligned
- Armor Class 17 (Natural Armor)
- Hit Points 160 (20d10 + 60)
- Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 12 (+1) | 16 (+3) | 3 (-4) | 8 (-1) | 1 (-5) |
- Saving Throws Str +8, Con +6
- Skills Perception +2
- Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Darkvision 120 ft., passive Perception 12
- Languages Understands but can't speak Dwarvish
- Immutable Form. The automaton is immune to any spell or effect that would alter its form.
- Magic Resistance. The automaton has advantage on saving throws against spells and other magical effects.
- Self-Repair. At the start of each of its turns, the automaton regains 10 hit points if it has at least 1 hit point and is not incapacitated. If the automaton takes fire or lightning damage, this trait doesn't function at the start of the automaton's next turn.
- Reactive Shield (Recharge 5-6). When the automaton takes damage from a spell or a magical effect that requires a Dexterity saving throw, it can use its reaction to absorb the energy and gain resistance to that type of damage until the start of its next turn.
- Multiattack. The automaton makes two melee attacks.
- Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
- Lightning Burst (Recharge 5-6). The automaton releases a surge of electrical energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 15 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save or half as much on a successful one. This ability affects both creatures and objects.
- Reactive Shock. When a creature within 10 feet of the automaton hits it with a melee attack, the automaton can use its reaction to discharge a burst of electrical energy. The attacking creature must make a DC 15 Constitution saving throw, taking 28 (8d6) lightning damage on a failed save or half as much on a successful one. Once used, this ability can't be used again until the automaton's next turn.
upgrades
Overclocked Systems: The automaton can temporarily overclock its systems, significantly increasing its speed, damage output, and resilience, but at the cost of potential overheating and system instability.
- Gains a +4 on all attacks, and +6 on all damage done. Is stunned after 3 rounds.
- can imbue its attacks with an additional 1d6 damage if hit by a magic spell, reducing the damage dealt to it by the same amount.