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Metal Chojuro

Medium Possessed Construct, Samurai, Lawful Good

Armor Class 20 (Natural Armor)
Hit Points 210hp (14d10+70) 14d10+70
Speed: 30 ft

STR

18
( +4 )

DEX

14
( +2 )

CON

20
( +5 )

INT

10
( +0 )

WIS

14
( +2 )

CHA

14
( +2 )

Saving Throws Constitution +9, and Wisdom +6
Skills Athletics +9, Insight +6, Perception +6, Survival +6
Damage Vulnerabilities Psychic
Damage Resistances Bludgeoning
Damage Immunities Non-magical piercing and slashing
Condition Immunities Exhaustion
Senses 120' Darkvision, Passive Perception 16
Languages Common
Proficiency Bonus +4

Ideals

Loyalty

Bonds

In the past, he died to protect his lord. Now he has pledged his sword to a new cause.

Flaws

He is prideful to the point of arrogance.


Action Surge(1/day)   Immutable Form:   Magical Attacks: Chojuro's weapon attacks are magical   Magic Resistance: Advantage on Saving Throws vs Spells and other magical effects.   Unnatural Body: Chojuro's body is that of a construct, and cannot heal itself by normal means. Hit Points must be restored by spending at least 1 hour using Smith's Tools to repair him(Intelligence check using Smith's Tools). Hit Points restored are equal to what you rolled on the check times the number of hours spent doing repairs.

Actions

Multiattack: 3 Soul Sword attacks, or one Soul Sword Attack and one Wide Attack   Soul Sword: 5ft range, +9 to hit, 2d10+5 slashing   Wide Attack: All creatures of Chojuro's choice in a 10ft radius must roll a DC 17 Strength Saving Throw or take 2d10 slashing and drop one item they are holding.

Reactions

Group Defense: When a creature within 5ft would be hit by an attack, Chojuro can use his reaction to increase their AC by 4 for that one attack, potentially causing the attack to miss.


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