Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time.
Gears
Medium construct (dwarf), chaotic good
Armor Class
12 (natural armor)
78 (12d8 + 24)
Speed
30 ft
Str 17 Dex 10 Con 15 Int 9 Wis 12 Cha 15
Skills History +1, Perception +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Damage Immunities lpoison
Condition Immunities exhaustion, paralyzed, petrified, poisoned
Sensesdarkvision 30 ft., passive Perception 13
Languages Common, Dwarvish
Challenge
4 (1,100 XP)
Relentless (Recharges after a Short or Long Rest).
If Gears takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Magic Weapons
Gears weapon attacks are magical.
Actions
Multiattack.
Gears makes two attacks.
Punch.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage
.
Knuckle Duster.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) bludgeoning damage.
Leadership (Recharges after a Short or Long Rest).
For 1 minute, Gears can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand Gears. A creature can benefit from only one Leadership die at a time. This effect ends if the Gears is incapacitated..
Bonus Actions
Combo.
If Gears hits the same creature with two Knuckle Duster attacks on the same turn, it may use its bonus action to make another Knuckle Duster attack against that creature. If this attack hits, the creature must succeed on a DC 13 Constitution save or be Incapacitated until the end of its next turn.
Reactions
Parry.
Gears adds +4 to its AC against one melee attack that would hit it. To do so, Gears must see the attacker and be wielding a melee weapon.
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