Mechakobold

Heliana's Guide to Monster Hunting - Part One p. 236

Size
Tiny
Type
construct
Alignment
neutral good
AC
12
Hit Points
2 (1d4)
Speed
walk 25 ft., climb 25 ft.
Skills
Deception +4, Investigation +3, Sleight of Hand +4
Senses
darkvision 120 ft.
Passive Perception
11
Challenge
1/8
STR
7
−2
DEX
14
+2
CON
11
+0
INT
12
+1
WIS
9
−1
CHA
15
+2

Traits

Proficiency Bonus

+2

Helpful-ish

The mechakobold desires to help other creatures on their ability checks and will always try to take the Help action in non-combat situations. However, if the check on which the mechakobold helps is a failure, the consequences are always catastrophic (GM's discretion).

Sunlight Sensitivity

While in sunlight, the mechakobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics

The mechakobold has advantage on an attack roll against a creature if at least one of the mechakobold's allies is within 5 feet of the creature and the ally isn't incapacitated. The mechakobold gains this improvement when it becomes a companion; it doesn't cost an improvement.

Prehensile Tail

The mechakobold gains proficiency with thieves' tools. In addition, it can use its bonus action to make a Dexterity (Sleight of Hand) check (for example, to pickpocket a creature), to use a set of thieves' tools to disarm a trap or open a lock, or to take the Use an Object action.

Proto-Attunement

The mechakobold can attune to one magic item, gaining the magic item's benefits. If the mechakobold is wearing or holding this item when it is recalled, the item is recalled with it into the vessel. When it attunes to this item, it becomes bonded to it; however this item doesn't count towards the number of items a companion can be bonded to.

Actions

Multiattack

As an action, the mechakobold can make two slingshot attacks.

Slingshot

Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Tie Laces

The mechakobold attempts to tie together the lower limbs of a creature within 5 feet of it using a pair of spare laces. It makes a Dexterity (Sleight of Hand) check contested by the target's Dexterity (Acrobatics) or Strength (Athletics) check. On a success, the target's walking and climbing speeds are halved until it unties its laces as an action, or cuts them with an attack with a slashing weapon.

Puppy Dragon Eyes

As an action, the mechakobold can stare endearingly at one creature it can see within 30 feet of it. If the creature can see it, the creature must make a Wisdom saving throw. On a failed save, the creature is charmed by the mechakobold for 1 minute. This effect ends early if the mechakobold harms the creature. If the creature observes the mechakobold acting contrary to the creature's goals, the creature can repeat the saving throw, ending the effect on a success.

After the mechakobold uses this action, it can't do so again until its tamer finishes a short or long rest.

Dynoboom

As an action, the mechakobold can throw a homemade explosive device at a point it can see within 60 feet of it, where it explodes. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 17 (5d6) thunder damage on a failed save, or half as much damage on a successful one.

After the mechakobold uses this action, it can't do so again until its tamer finishes a short or long rest, during which it crafts a new explosive device using bits, bobs, and pure belief.

When the mechakobold's tamer reaches 9th level in the tamer class, the damage of this action increases to 24 (7d6).

Nimble Escape (Bonus Action)

The mechakobold can take the Disengage or Hide action as a bonus action on each of its turns.

Reactions

Uncanny Dodge

When an attacker that the mechakobold can see hits it with an attack, the mechakobold can use its reaction to halve the attack's damage against it.

Spells

Spell Slots

Other data

description

Type: construct Creature Component: koboldzilla Bonus Tamer Improvement: Pack Tactics and +2 Hit Dice

From the crude blood-oil of the mecha koboldzilla can be harnessed the progenitor genetic code of the modern kobold. A combination of flesh and metal, the mechakobold retains much of the modern kobold's ingenuity and penchant for mischief. Mechakobolds' belief powers their magical inventions; the force of their personality directly augments their creations. Expect homemade explosions, picked pockets, and the pressing of any big, red buttons.

If any of the mechakobold's traits or actions require a saving throw, it is always against the mechakobold's save DC, as calculated below.

Save DC = 8 + the tamer's proficiency bonus + the mechakobold's Charisma modifier

Monster Trainer: In addition to the improvements you can normally give your companions, you can choose to grant the mechakobold the following improvements using your Monster Trainer feature:

Pack Tactics: Prerequisite: become a tamer's companion Type: Passive (companion) The mechakobold has advantage on an attack roll against a creature if at least one of the mechakobold's allies is within 5 feet of the creature and the ally isn't incapacitated. The mechakobold gains this improvement when it becomes a companion; it doesn't cost an improvement.

Puppy Dragon Eyes: Prerequisite: 3rd-level tamer Type: Active (action) As an action, the mechakobold can stare endearingly at one creature it can see within 30 feet of it. If the creature can see it, the creature must make a Wisdom saving throw. On a failed save, the creature is charmed by the mechakobold for 1 minute. This effect ends early if the mechakobold harms the creature. If the creature observes the mechakobold acting contrary to the creature's goals, the creature can repeat the saving throw, ending the effect on a success.

After the mechakobold uses this action, it can't do so again until its tamer finishes a short or long rest.

Dynoboom I: Prerequisite: 5th-level tamer Type: Active (action) As an action, the mechakobold can throw a homemade explosive device at a point it can see within 60 feet of it, where it explodes. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 17 (5d6) thunder damage on a failed save, or half as much damage on a successful one.

After the mechakobold uses this action, it can't do so again until its tamer finishes a short or long rest, during which it crafts a new explosive device using bits, bobs, and pure belief.

When the mechakobold's tamer reaches 9th level in the tamer class, the damage of this action increases to 24 (7d6).

Growth: Prerequisite: 5th-level tamer Type: Passive (companion) The mechakobold's size increases to Small, its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its slingshot attack increases to a d8.

Multiattack: Prerequisite: 5th-level tamer Type: Active (action) As an action, the mechakobold can make two slingshot attacks.

Prehensile Tail: Prerequisite: 9th-level tamer Type: Passive (companion), Active (bonus action) The mechakobold gains proficiency with thieves' tools. In addition, it can use its bonus action to make a Dexterity (Sleight of Hand) check (for example, to pickpocket a creature), to use a set of thieves' tools to disarm a trap or open a lock, or to take the Use an Object action.

Nimble Escape: Prerequisite: 9th-level tamer Type: Active (bonus action) The mechakobold can take the Disengage or Hide action as a bonus action on each of its turns.

Dynoboom II: Prerequisite: 13th-level tamer, Dynoboom I Type: Active (action) The damage of the mechakobold's Dynoboom action increases to 31 (9d6), and the size of the explosion increases to a 20-foot-radius sphere. The mechakobold gains a +1 bonus to the save DC of this action.

When the mechakobold's tamer reaches 17th level in the tamer class, the damage of this action increases to 42 (12d6).

Uncanny Dodge: Prerequisite: 13th-level tamer, Nimble Escape Type: Active (reaction) When an attacker that the mechakobold can see hits it with an attack, the mechakobold can use its reaction to halve the attack's damage against it.

Proto-Attunement: Prerequisite: 17th-level tamer Type: Passive (companion) The mechakobold can attune to one magic item, gaining the magic item's benefits. If the mechakobold is wearing or holding this item when it is recalled, the item is recalled with it into the vessel. When it attunes to this item, it becomes bonded to it; however this item doesn't count towards the number of items a companion can be bonded to.