Adherent of Iron Automaton
Adherent of Iron Warforged Automaton
STR
22 +6
DEX
18 +4
CON
20 +5
INT
8 -1
WIS
5 -3
CHA
8 -1
- Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
- Immutable Form. The golem is immune to any spell or effect that would alter its form.
- Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
- Magic Weapons. The golem's weapon attacks are magical.
Actions
Multiattack. The Automaton makes two melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Heated Coil Whip (Recharge 5–6). The Automaton can activate it's superheated capture filaments and attempt to ensnare a medium sized or small sized target. Target must make a DC 18 Dexterity check or be grapple and take 3d6+4 fire damage.
Gauntlet blast - The Automaton can fire off concentrated plasma beams from it's hands. +13 to hit / 5d6+6 fire damage
Paralyzing Grapple! - (Recharge on a 5 or 6) The automaton can fire out a wire corded grapple which has a magnetic end on it. The Automatons get advantage on attack rolls against Anyone in armor or made of metal. +12 to hit / 3d6 shock damage / Target must make a Con saving throw DC 17 or be paralyzed for 3 rounds.
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