Manikin (Fencing Instructor)
Medium construct (robot), unaligned
Armor Class 17 (reinforced skymetal frame)
Hit Points 142 ( 15d10+60)
Speed
30ft
Saving Throws Int +5, Wis +3, Cha +5
Skills Athletics +7, Perception +4
Damage Vulnerabilities lightning
Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t skymetal (admantine)
Damage Immunities cold, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages English
Challenge 7 (2,900 XP)
- Gift of the Machine God. As a creature of technology a robot gains many damage and condition resistances and immunities but they are also susceptible to lightning attacks (included).
- Electrical Flaw. If the robot suffers lightning damage it may suffer a short circuit that renders it incapacitated. The chance the robot short-circuits when taking lightning damage is equal to 1% per point of damage inflicted. For example, if the android takes 10 points of lightning damage it has a 10% chance of short-circuiting. A short-circuited android remains in capacitated until repaired.
- False Flesh. A manikin robot gains advantage on Charisma (Deception) checks to appear human.
- Keen Hearing and Sight. The robot has advantage on all Wisdom (Perception) checks that rely on hearing or sight.
- Water Susceptibility. If the robot is immersed in water it automatically short-circuits after 3 rounds.
- Melee Agility. So long as the robot lands a blow during its turn it does not provoke attacks of opportunity.
- Lightfooted. The robot can take the Dash or Disen gage action as a bonus action on each of its turns.
Actions
Multiattack. The robot makes two power rapier attacks. If it has advantage it can make three attacks.
Power Rapier. Melee Weapon Attack: +7 to hit (
1d20+7
), reach 5 ft., one target. Hit: 11 (
1d8+4
) piercing damage and
1d8
lightning damage. Miss: If the target is wearing metal armor, it takes 4 (1d8) 1d8 lightning damage.
Rapier Flurry (Timer). Melee Weapon Attack: +7 to hit (
1d20+7
), reach 5 ft., one target. Hit: 11 (
2d6+4
) force damage and the target is dazed taking suffering the effects of a Slow spell until the end of its next turn.
Reactions
Hard to Kill. The first time during an encounter the robot is reduced to 0 hit points, it instead gains 4d10+16 hit points.
Parry (Free, 1/Turn). The robot adds 2 to its AC against one melee attack that would hit it. To do so, the robot must see the attacker and be wielding a melee weapon. A successful parry triggers 1d8 lightning damage to the attacker if the parryed weapon is metal.
This impassive humanoid has shiny, pale skin and an eerily expressionless face. Crafted to look human like, they are not quite there.
Technological