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Constructed Companion in Dungeons & Dragons 5e

Constructed Companion

Medium construct, unaligned
Armor Class: The AC of the heavy armor you used to create this construct
Hit Points: Your wizard level plus your Intelligence modifier, multiplied by 5
Speed: 25 ft

STR

14 +2

DEX

11 +0

CON

13 +1

INT

8 -1

WIS

3 -4

CHA

1 -5

Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: blindsight 60ft. (Blind beyond this radius), passive Perception 6
Languages: Can speak, read, and write every language you speak

Might of the Master. +1 to hit, damage, and skill checks. This bonus increases by 1 each time your proficiency bonus increases.   Antimagic Susceptibility. The constructed companion is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the constructed companion must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.   False Appearance. While the constructed companion remains motionless, it is indistinguishable from a normal suit of armor.   Ability Score Improvement. Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.

Actions

Multiattack. The constructed companion makes two melee attacks. (Your constructed companion gains this feature when you reach 6th level)   Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.   Protect Creator. If you are the target of a melee attack and your constructed companion is within 5 feet of the attacker, you can use your reaction to command it to respond, using its reaction to make a melee attack against the attacker.


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