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=== Steamjacks of Company === '''Clapped-Out Steamjack "Drunken Boris"''' :''Medium construct, unaligned'' :'''Armor Class''' 16 (natural armor, buckler +1) :'''Hit Points''' 28 (3d8 + 15) :'''Speed''' 30 ft. :STR 18 (+4), DEX 8 (-1), CON 20 (+5), INT 5 (-3), WIS 6 (-3), CHA 1 (-5) :'''Damage Immunities''' poison, psychic :'''Condition Immunities''' charmed, frightened, paralyzed, poisoned :'''Senses passive''' Perception 7 :'''Languages''' Understands the language of its manufacturer but can’t speak :Challenge 1/4 :'''Clapped Out'''. The steamjack cannot take the Dash action or the Disengage action. At the end of a turn in which the steamjack rolls a 1 on a skill check or an attack roll, the steamjack is stunned until the end of its next turn. :'''Cortex'''. The warjack’s cortex allows it to understand basic commands from its controller (spoken verbally by most but usually communicated telepathically by warcasters). Verbal commands must be akin to those issued to a trained animal, such as “stay,” “guard,” “attack,” and so on. The warjack will carry out these commands with no regard for its own safety. :'''Steam Powered'''. The warjack requires coal and water to function. When not in combat, the warjack can function for 7 hours with 200 pounds of coal and fresh water in its boiler. While in combat, the warjack can function for 1 hour with a full fuel load. If the steamjack’s coal and water are not refilled at the end of this time, the steamjack suffers 1 level of exhaustion at the end of each minute. :'''Buckler'''. +1 AC :'''Hydraulic Crane'''. Push, drag, or lift a weight of 1080 lbs. :'''Actions''' ::'''''Slam'''''. Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 1d8 + 6 bludgeoning damage (extra bludgeoning damage equal to your proficiency bonus). ::'''''Light Halberd'''''. Melee Weapon Attack: +5, reach 10 ft., one target. Hit: 1d10 + 4 slashing damage. '''Mercenary Light Warjack "Pjotr's Saber"''' :''Large construct (steamjack), unaligned'' :'''Armor Class''' 18 (natural armor) :'''Hit Points''' 42 (4d10 + 20) :'''Speed''' 30 ft. :STR 20 (+5), DEX 10, CON 20 (+5), INT 6 (-2), WIS 10, CHA 1 (-5) :'''Damage Resistances''' bludgeoning, piercing, and slashing from nonmagical attacks :'''Damage Immunities''' poison, psychic :'''Condition Immunities''' charmed, frightened, paralyzed, petrified, poisoned :'''Senses''' passive Perception 10 :'''Languages''' understands the languages of its manufacturer but can’t speak :Challenge 3 :'''Cortex'''. The steamjack’s cortex allows it to understand basic commands from its controller (spoken verbally by most but usually communicated telepathically by warcasters). Verbal commands must be akin to those issued to a trained animal, such as “stay,” “guard,” “attack,” and so on. The steamjack will carry out these commands with no regard for its own safety. :'''Heavy Metal'''. The steamjack’s attacks are magical for the purpose of overcoming resistances and immunity to nonmagical attacks for steamjacks, colossals, and warbeasts. :'''Steam Powered'''. The steamjack requires coal and water to function. When not in combat, it can function for 7 hours with a full fuel load of 300 pounds of coal and fresh water in its boiler. While in combat, the steamjack can function for 1 hour with a full fuel load. If the steamjack’s coal and water are not refilled at the end of this time, it suffers one level of exhaustion at the end of each minute. Due to the amount of noise its steam engine produces, the steamjack has disadvantage on Dexterity (Stealth) checks. :'''Tried and True'''. When the steamjack regains hit points, it regains 5 additional hit points. :'''ACTIONS''' ::'''''Multiattack'''''. The steamjack makes two attacks with its battle blade. ::'''''Battle Blade'''''. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 2d8 + 5 slashing damage. ::'''''Light Gun'''''. Ranged Weapon Attack: +2 to hit, range 80/240 ft., one target. Hit: 2d10 piercing damage.
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