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View Full Version : D&D 5e/Next The Dueling Automation: a miniboss for a lower level party



Witty Username
2020-11-15, 12:13 PM
Pretty straight forward, I have a monster I want to make sure passes the smell test.

The Dueling Automaton is the product of a mage whose fascination with bladework was only matched by his desire for arcane knowledge. At first an art piece to show his colleagues, to demonstrate the flaws of relying on martial skill or eldritch might, the design has made its way into many hands as a guardian of valuables and property of the wealthy, connected or fortunate. A few even use a number of these golems in place of bodyguards and soldiers, provided they have the means to effectively direct their simplistic minds.
Dueling Automaton
Medium Construct, Unaligned
AC 16; HP: 77 (11d8+22); Speed 30ft
Str 8(-1); Dex 16(+3); Con 14(+2); Int 3(-4); Wis 14(+2); Cha 1(-5)
Damage Immunities: Poison
Damage Resistances: Bludgeoning, Piercing and slashing from non-adamantine weapons
Condition Immunities: Charmed, Exhaustion, Paralyzed, Petrified, Poisoned
Senses: Darkvision 120 ft, True sight 120ft
Challenge 5 (1,800 XP)
Avoidance: If the Dueling Automaton is subjected to an effect that allows it to make a saving throw for only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails.
Deadly Grace: The Dueling Automaton make use its dexterity bonus instead of its strength bonus for melee weapon attacks.
Devil’s sight: Magical darkness does not impede the Dueling Automaton’s Darkvision.
Legendary Resistance (3/day): If the Dueling Automaton fails a saving throw, it can choose to succeed instead.
Lightning Reactions: The Dueling Automaton make take a number of reactions each round equal to its dexterity bonus (3).
Magic Resistance: The Dueling Automaton has advantage on all saving throws against spells and other magical effects.
Actions
Multi attack: The Dueling Automaton makes three melee weapon attacks.
Longsword: Melee weapon attack; +6 to hit, reach 5ft, one target, Hit: 7(1d8+3) or 8(1d10+3) slashing if used with two-hands
Reactions
Deflection: when the Dueling Automaton is hit with a ranged attack from a creature in sight from more than 5ft, it may use a reaction to add +3(Proficiency bonus) to its AC against the attack, if the attack misses is a spell attack the Dueling Automaton gains temporary equal to the damage that would have been dealt by the attack if it had hit. The Dueling Automaton must be wielding a melee weapon to use this ability.