Animated Object, Magnetized Weapon

Small construct, unaligned

Armor Class 12 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 1 (-5) 3 (-4) 1 (-5)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned
Senses passive Perception 6
Languages
Challenge 1/4 (50 XP)
Proficiency Bonus +3

SPECIAL TRAITS

  • Magically Enhanced. If the weapon used to create a magnetized weapon was magical, it benefits from that weapon’s effects as though it were attuned to it. The magnetic weapon deals the same type of damage with its weapon strike as the weapon used to create it.
  • Magnetic Draw. The weapon has advantage to attack any creatures wearing metal equipment or made of metal.
  • Harrying Attack. If the weapon used to create a magnetized weapon was a martial weapon, when the weapon hits a creature with a melee weapon attack, the creature has a -2 penalty to attack rolls made against creatures other than the magnetized weapon until the end of its next turn.
  • Pummeling Attack. If the magnetized weapon deals bludgeoning damage with an attack, the target must succeed on a DC 10 Strength saving throw or be pushed back 5 feet.
  • Aerodynamic Weapon. If the magnetized weapon deals piercing damage, its fly speed is doubled.
  • Cutting Attack. If the magnetized weapon deals slashing damage with an attack, the target takes 1d4 slashing damage at the start of each of its turns. A creature can end this effect by using an action to make a DC 10 Medicine check.

ACTIONS

  • Weapon Strike. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5(1d8) bludgeoning/piercing/slashing damage.
Section 15: Copyright Notice

Iron Knight Martial Path Copyright 2017, TBM Games, LLC; author Christopher Knapp

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