Monster
Steel Defender
Official reference · TCE · 2014
- Creature type
- Construct
- Size
- Medium
- Armor class
- 15 (natural armor)
- Hit points
- 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
- Speed
- Walk 40 ft.
- Strength
- 14
- Dexterity
- 12
- Constitution
- 14
- Intelligence
- 4
- Wisdom
- 10
- Charisma
- 6
- Passive Perception
- 10 + (PB × 2)
- Saving Throws
- dex: +1 plus PB; con: +2 plus PB
- Skills
- athletics: +2 plus PB; perception: +0 plus PB × 2
- Senses
- darkvision 60 ft.
- Languages
- understands the languages you speak
- Immunities
- poison
- Condition Immunities
- charmed, exhaustion, poisoned
Traits
The defender can't be surprised.
Actions
Force-Empowered Rend
Melee Weapon Attack: to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Repair (3/Day)
The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Reactions
Deflect Attack
The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.