Mechanical Guard (5e Creature)

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medium construct, unaligned


Armor Class 16 (Natural Armor)
Hit Points
Speed


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 17 (+3) 1 (-5) 3 (-4) 1 (-5)

Skills Athletics +6, Perception +2
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned.
Senses passive Perception 12
Languages
Challenge 3 (700 XP)


False Appearance. While the Automaton Guard remains motionless, it is indistinguishable from a normal suit of armor on display. Easy Build. An Automaton that drops to 0 hp can be restored to full hp with 50 GP and 2h of work.

ACTIONS

Iron Punch. Melee Fist Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Bludgeoning damage.

JackHammer. Melee Double Fist Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) Bludgeoning damage.

REACTIONS

Guard. The Automaton can use his reaction to take the full damage from an ally that is within 5 ft.

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