Table of Contents

The Ironworks

Ironworks are a combination of technology, magic, and good old-fashioned knowhow that allow people to manifest in a separate location without having to fight for themselves, using a cellular digital connection and neuropresence hardware. The best are designed using the measurements of specific individuals in order to allow them to use their Dexterity, skill, and proficiency bonuses in combat without penalty.

Iron Automatons

Iron Mannequin

These models are designed for training purposes, and actually have a form of self-governing AI controlling them rather than outside control. They will obey orders from a specific list of people, and have a small skill set focused around either stealth or detection; they aren't really built for training social etiquette. They include leather padding in strategic areas to give adversaries a target to strike when in training mode, and while not as tough as the stereotypical iron golems, they do work very well as emergency field troops when set to emergency mode.

Armor Class: 18

Hit Points: 80 to disable, 160 to destroy

Effective STR: 16 (+3)

Effective DEX: 14 (+2)

Effective CON: 20 (+5)

Effective INT: 10 (+0)

Effective WIS: 12 (+1)

Effective CHA: 1 (-5)

Movement: 30 feet, land

Damage Reduction: All damage sources are reduced by 5 before resistances, immunities, weaknesses, etc are taken into account.

Damage Immunities: fire, poison, psychic, necrotic, electric

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Languages: Understands Common but does not speak.

Senses: Darkvision 60 ft.

Skills: Perception +7, Stealth +8, Acrobatics +6, Athletics +6, Medicine +5

Proficiency Bonus: +4

Considered proficient in all saves.

Simulated Damage: In any training mode, track the amount of damage successfully reduced by Damage Reduction and Damage Resistance; when this damage plus actual physical damage suffered exceeds the Mode HP, the Mannequin 'dies' and is no longer a participant.

Immutable Form: The Iron Mannequin is immune to any spell or effect that would alter its form.

Runs Like A Machine: The Iron Mannequin does not require food, water, or oxygen.

Magic Resistance: The Iron Warrior has advantage on saving throws against spells and other magical effects.

Equipment Limitations: The Iron Warrior can use handheld items normally, including weapons and shields, and can also wear armor or clothing. However, it cannot attune to magical items or make use of items that require commands to activate.

Modes of Action: The degree to which an Iron Mannequin fights depends on what mode it is set into.

Typical Armaments:

Iron Warrior

This is a generic Iron Warrior, meant to give anyone who wants to the ability to adopt a field presence without too much fuss and customization. It has obvious limitations, but the biggest are that it is too expensive to produce in bulk for now.

Armor Class: 18

Hit Points: 80 to disable, 160 to destroy

Effective STR: 20 (+5)

Effective DEX: As character

Effective CON: 20 (+5)

Effective INT: As character

Effective WIS: As character

Effective CHA: As character

Movement: 30 feet, land

Damage Reduction: All damage sources are reduced by 5 before resistances, immunities, weaknesses, etc are taken into account.

Damage Immunities: fire, poison, psychic, necrotic, electric

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: Darkvision 120 ft., others if relevant to Limited Uplink

Limited Uplink: Allows the Iron Warrior to be controlled at ATTN network range. However, upgraded senses (truesight, voidsight, etc) do not function through the uplink.

Latency: Due to the nonspecialized nature of the Iron Warrior, all proficiency bonuses are reduced by two when operating this equipment.

Non-Custom: Stealth checks are at disadvantage due to the differences between the Iron Warrior and the user.

Poor Channel: Effects that inflict fire, poison, psychic, necrotic, or electric damage work at half strength when channeled through the Iron Warrior.

Recharge!: Whenever the Iron Warrior is subjected to electric damage, it takes no damage and instead regains a number of hit points equal to the electric damage dealt.

Heated Body: If the Iron Warrior is subjected to fire damage, track it as Heat. Every 10 points of Heat increases the damage of the Iron Warrior's gauntlet attacks by 1 point of heat damage. Creatures immune to fire are immune to heat, but heat does not trigger fire absorption and similar effects. Heat dissipates at one point per round, and dissipates to reduce damage from ice or water attacks (reduces damage by up to half at a cost of one Heat per point of damage ignored.)

Overheat: If Iron Warrior accumulates more than 50 Heat, the connection is lost as if the Warrior was disabled; a connection can be re-established once Heat drops below 50.

Immutable Form: The Iron Warrior is immune to any spell or effect that would alter its form.

Breathless: The Iron Warrior does not require food, water, or oxygen, and can speak, use verbal components, etc, without oxygen due to internal speakers.

Magic Resistance: The Iron Warrior has advantage on saving throws against spells and other magical effects.

Magic Body: The Iron Warrior's gauntlet and other physical attacks are magical.

Spiked Gauntlets: The Iron Warrior has spikes along the back of its gauntlets, allowing the user to inflict 1d4+5 piercing damage with a punch, or slashing damage if they have multiple attacks (punch first to get the spikes in, then RIP.) Monks add this to their normal damage.

Equipment Limitations: The Iron Warrior can use handheld items normally, including weapons and shields, but cannot wear normal armor or clothing, and cannot attune to items. However, items already attuned to the user can be used with the Iron Hero.

Iron Customs

Iron Cassie v2.0a

This Iron Hero has been designed to the physical specifications of Cassie and designed to channel her magics. However, it also has a few special upgrades to help accentuate her combat style.

Armor Class: 18

Hit Points: 100 to disable, 200 to destroy

Effective STR: 20 (+5)

Effective DEX: As character

Effective CON: 20 (+5)

Effective INT: As character

Effective WIS: As character

Effective CHA: As character

Movement: 30 feet, land

Damage Reduction: All damage sources are reduced by 5 before resistances, immunities, weaknesses, etc are taken into account.

Damage Immunities: fire, poison, psychic, necrotic, electric

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine; radiant damage

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: Darkvision 120 ft., others if relevant to Limited Uplink

Limited Uplink: Allows the Iron Hero to be controlled at ATTN network range. However, upgraded senses (truesight, voidsight, etc) do not function through the uplink.

Low Latency: Due to the specialized nature of the Iron Hero, skills are usable normally in most cases unless they require a characteristic intrinsic to the body of the user (dragonbreath for a dragon, for example).

Channel Optimization: Effects that inflict fire, poison, psychic, necrotic, or electric damage are not weakened when channeled through the Iron Hero.

Recharge!: Whenever an Iron Hero is subjected to electric damage, it takes no damage and instead regains a number of hit points equal to the electric damage dealt. If Iron Hero has used any charges, it can convert 20 points of electric damage into one Charge instead of regaining hit points.

Heated Body: If the Iron Hero is subjected to fire damage, track it as Heat. Every 10 points of Heat increases the damage of the Iron Hero gauntlet attacks by 1 point of heat damage. Creatures immune to fire are immune to heat, but heat does not trigger fire absorption and similar effects. Heat dissipates at one point per round, and dissipates to reduce damage from ice or water attacks (reduces damage by up to half at a cost of one Heat per point of damage ignored.)

Overheat: If Iron Hero accumulates more than 50 Heat, the connection is lost as if the Warrior was disabled; a connection can be re-established once Heat drops below 50.

Immutable Form: The Iron Herois immune to any spell or effect that would alter its form.

Magic Resistance: The Iron Hero has advantage on saving throws against spells and other magical effects.

Magic Body: The Iron Hero's gauntlet and other physical attacks are magical.

Spiked Gauntlets: The Iron Hero has spikes along the back of its gauntlets, allowing the user to inflict 1d4+5 piercing damage with a punch, or slashing damage if they have multiple attacks (punch first to get the spikes in, then RIP.) Monks add this to their normal damage.

Equipment Limitations: The Iron Hero can use handheld items normally, including weapons and shields, but cannot wear normal armor or clothing, and cannot attune to items. However, items already attuned to the user can be used with the Iron Hero.

Rainbow Powers:

Iron Eon v1.0a

This Iron Hero has been designed to the physical specifications of Eon and designed to channel her skills. However, it also has a few special upgrades to help accentuate her combat style.

Armor Class: 18

Hit Points: 100 to disable, 200 to destroy

Effective STR: 20 (+5)

Effective DEX: As character

Effective CON: 20 (+5)

Effective INT: As character

Effective WIS: As character

Effective CHA: As character

Movement: 30 feet, land

Damage Reduction: All damage sources are reduced by 5 before resistances, immunities, weaknesses, etc are taken into account.

Damage Immunities: fire, poison, psychic, necrotic, electric

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine; radiant

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: Darkvision 120 ft., others if relevant to Limited Uplink

Limited Uplink: Allows the Iron Hero to be controlled at ATTN network range. However, upgraded senses (truesight, voidsight, etc) do not function through the uplink.

Low Latency: Due to the specialized nature of the Iron Hero, skills are usable normally in most cases unless they require a characteristic intrinsic to the body of the user (dragonbreath for a dragon, for example).

Channel Optimization: Effects that inflict fire, poison, psychic, necrotic, or electric damage are not weakened when channeled through the Iron Hero.

Recharge!: Whenever an Iron Hero is subjected to electric damage, it takes no damage and instead regains a number of hit points equal to the electric damage dealt. If Iron Hero has used any charges, it can convert 20 points of electric damage into one Charge instead of regaining hit points.

Heated Weapons: If the Iron Hero is subjected to fire damage, track it as Heat. Every 10 points of Heat increases the damage of the Iron Warrior's gauntlet attacks by 1 point of heat damage, and inflicts 1 point of heat damage to anyone coming into physical contact. Creatures immune to fire are immune to heat, but heat does not trigger fire absorption and similar effects. Heat dissipates at one point per round.

Immutable Form: The Iron Warrior is immune to any spell or effect that would alter its form.

Magic Resistance: The Iron Hero has advantage on saving throws against spells and other magical effects.

Magic Body: The Iron Hero's gauntlet and other physical attacks are magical.

Spiked Gauntlets: The Iron Warrior has spikes along the back of its gauntlets, allowing the user to inflict 1d4+5 piercing damage with a punch, or slashing damage if they have multiple attacks (punch first to get the spikes in, then RIP.) Monks add this to their normal damage.

Equipment Limitations: The Iron Hero can use handheld items normally, including weapons and shields, but cannot wear normal armor or clothing, and cannot attune to items. However, items already attuned to the user can be used with the Iron Hero.

Heroic Powers:

Iron Ami v1.0a

This Iron Hero has been designed to the virtual specifications of Ami and designed to channel her skills. However, it also has a few special upgrades to help accentuate her combat style.

Armor Class: 18

Hit Points: 100 to disable, 200 to destroy

Effective STR: 20 (+5)

Effective DEX: 15

Effective CON: 20 (+5)

Effective INT: 16

Effective WIS: 16

Effective CHA: 15

Movement: 30 feet, land

Damage Reduction: All damage sources are reduced by 5 before resistances, immunities, weaknesses, etc are taken into account.

Damage Immunities: fire, poison, psychic, necrotic, electric

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine; radiant

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: Darkvision 120 ft., others if relevant to Limited Uplink

Limited Uplink: Allows the Iron Hero to be controlled at ATTN network range. However, upgraded senses (truesight, voidsight, etc) do not function through the uplink.

Low Latency: Due to the specialized nature of the Iron Hero, skills are usable normally in most cases unless they require a characteristic intrinsic to the body of the user (dragonbreath for a dragon, for example).

Channel Optimization: Effects that inflict fire, poison, psychic, necrotic, or electric damage are not weakened when channeled through the Iron Hero.

Recharge!: Whenever an Iron Hero is subjected to electric damage, it takes no damage and instead regains a number of hit points equal to the electric damage dealt. If Iron Hero has used any charges, it can convert 20 points of electric damage into one Charge instead of regaining hit points.

Heated Weapons: If the Iron Hero is subjected to fire damage, track it as Heat. Every 10 points of Heat increases the damage of the Iron Warrior's gauntlet attacks by 1 point of heat damage, and inflicts 1 point of heat damage to anyone coming into physical contact. Creatures immune to fire are immune to heat, but heat does not trigger fire absorption and similar effects. Heat dissipates at one point per round.

Immutable Form: The Iron Hero is immune to any spell or effect that would alter its form.

Magic Resistance: The Iron Hero has advantage on saving throws against spells and other magical effects.

Magic Body: The Iron Hero's gauntlet and other physical attacks are magical.

Spiked Gauntlets: The Iron Warrior has spikes along the back of its gauntlets, allowing the user to inflict 1d4+5 piercing damage with a punch, or slashing damage if they have multiple attacks (punch first to get the spikes in, then RIP.) Monks add this to their normal damage.

Equipment Limitations: The Iron Hero can use handheld items normally, including weapons and shields, but cannot wear normal armor or clothing, and cannot attune to items. However, items already attuned to the user can be used with the Iron Hero.

Heroic Powers:

Iron Peri v1.0a

This Iron Hero has been designed to the physical specifications of Peri and designed to channel her skills. However, it also has a few special upgrades to help accentuate her combat style. It is also Medium in size, though her proportions are clearly better suited to a Small size creature.

Armor Class: 18

Hit Points: 100 to disable, 200 to destroy

Effective STR: 20 (+5)

Effective DEX: As character

Effective CON: 20 (+5)

Effective INT: As character

Effective WIS: As character

Effective CHA: As character

Movement: 30 feet, land

Damage Reduction: All damage sources are reduced by 5 before resistances, immunities, weaknesses, etc are taken into account.

Damage Immunities: fire, poison, psychic, necrotic, electric

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine; radiant

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: Darkvision 120 ft., others if relevant to Limited Uplink

Limited Uplink: Allows the Iron Hero to be controlled at ATTN network range. However, upgraded senses (truesight, voidsight, etc) do not function through the uplink.

Low Latency: Due to the specialized nature of the Iron Hero, skills are usable normally in most cases unless they require a characteristic intrinsic to the body of the user (dragonbreath for a dragon, for example).

Channel Optimization: Effects that inflict fire, poison, psychic, necrotic, or electric damage are not weakened when channeled through the Iron Hero.

Recharge!: Whenever an Iron Hero is subjected to electric damage, it takes no damage and instead regains a number of hit points equal to the electric damage dealt. If Iron Hero has used any charges, it can convert 20 points of electric damage into one Charge instead of regaining hit points.

Heated Weapons: If the Iron Hero is subjected to fire damage, track it as Heat. Every 10 points of Heat increases the damage of the Iron Warrior's gauntlet attacks by 1 point of heat damage, and inflicts 1 point of heat damage to anyone coming into physical contact. Creatures immune to fire are immune to heat, but heat does not trigger fire absorption and similar effects. Heat dissipates at one point per round.

Immutable Form: The Iron Hero is immune to any spell or effect that would alter its form.

Magic Resistance: The Iron Hero has advantage on saving throws against spells and other magical effects.

Magic Body: The Iron Hero's gauntlet and other physical attacks are magical.

Spiked Gauntlets: The Iron Hero has spikes along the back of its gauntlets, allowing the user to inflict 1d4+5 piercing damage with a punch, or slashing damage if they have multiple attacks (punch first to get the spikes in, then RIP.) Monks add this to their normal damage.

Equipment Limitations: The Iron Hero can use handheld items normally, including weapons and shields, but cannot wear normal armor or clothing, and cannot attune to items. However, items already attuned to the user can be used with the Iron Hero.

Heroic Powers:

Iron Sarah v1.0a

This Iron Hero has been designed to the physical specifications of Sarah and designed to channel her skills. However, it also has a few special upgrades to help accentuate her combat style.

Armor Class: 18

Hit Points: 100 to disable, 200 to destroy

Effective STR: 20 (+5)

Effective DEX: As character

Effective CON: 20 (+5)

Effective INT: As character

Effective WIS: As character

Effective CHA: As character

Movement: 30 feet, land

Damage Reduction: All damage sources are reduced by 5 before resistances, immunities, weaknesses, etc are taken into account.

Damage Immunities: fire, poison, psychic, necrotic, electric

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine; radiant

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: Darkvision 120 ft., others if relevant to Limited Uplink

Limited Uplink: Allows the Iron Hero to be controlled at ATTN network range. However, upgraded senses (truesight, voidsight, etc) do not function through the uplink.

Low Latency: Due to the specialized nature of the Iron Hero, skills are usable normally in most cases unless they require a characteristic intrinsic to the body of the user (dragonbreath for a dragon, for example).

Channel Optimization: Effects that inflict fire, poison, psychic, necrotic, or electric damage are not weakened when channeled through the Iron Hero.

Recharge!: Whenever an Iron Hero is subjected to electric damage, it takes no damage and instead regains a number of hit points equal to the electric damage dealt. If Iron Hero has used any charges, it can convert 20 points of electric damage into one Charge instead of regaining hit points.

Heated Weapons: If the Iron Hero is subjected to fire damage, track it as Heat. Every 10 points of Heat increases the damage of the Iron Warrior's gauntlet attacks by 1 point of heat damage, and inflicts 1 point of heat damage to anyone coming into physical contact. Creatures immune to fire are immune to heat, but heat does not trigger fire absorption and similar effects. Heat dissipates at one point per round.

Immutable Form: The Iron Hero is immune to any spell or effect that would alter its form.

Magic Resistance: The Iron Hero has advantage on saving throws against spells and other magical effects.

Magic Body: The Iron Hero's gauntlet and other physical attacks are magical.

Spiked Gauntlets: The Iron Hero has spikes along the back of its gauntlets, allowing the user to inflict 1d4+5 piercing damage with a punch, or slashing damage if they have multiple attacks (punch first to get the spikes in, then RIP.) Monks add this to their normal damage.

Equipment Limitations: The Iron Hero can use handheld items normally, including weapons and shields, but cannot wear normal armor or clothing, and cannot attune to items. However, items already attuned to the user can be used with the Iron Hero.

Heroic Powers:

Iron Equipment

Peri is working on larger weapons and equipment that can be used by the Ironworks that is too big to comfortably use by people.

Mekista's Goldenblood Automaton

This automaton radiates heat wherever it goes, as its internal processes are fueled by molten gold that is used to conduct internal signals. While it can be forced to bleed out this way (attacks that cause damage by bleeding work), any hit that causes bleeding causes a Burning Hands-style spray directed towards the attacker for 2d4 immediate fire damage plus 1d4 fire damage per turn until the gold is cooled. The golem has 1,000 gp of 'gold' in him, and can be 'fed' gold coins to restore its HP; 5 gp restores 1 HP. However, if HP falls below 0, the automaton shuts down and cools down, becoming a seemingly inert statue until someone refills it with molten gold. Attempts to fill it with alternate metals work temporarily (HP recovered becomes 1 per 10 coins), but the shutdown threshold increases by 1 per 5 invalid metal coins input. Once HP is fully restored, gold coins added instead reduce this shutdown threshold by 1 per 5 valid gold coins input.

Pure molten gold is 1,060 degrees; the internal temperature of the automaton, when it matters, is 1,400 degrees. Its armor is made of titanmetal, which melts at 1,670 degrees.

AC 22 HP 200* HPS 0 Str 24 Dex 8 Con 20 Int 14 Wis 14 Cha 14 Move 20 ft/turn

Contact with the automaton or any weapon it holds inflicts an extra 1d4 fire damage due to extreme heat. Flammable floors will catch fire eventually.

Abilities:

Hotblooded. Damage from fire attacks is halved; every 5 damage reduced in this way lowers the shutdown threshold by 1 permanently as impurities cook off, and boosts heat damage bonus by 1 temporarily. Heat damage bonus cooks off at 1 point per round. Damage from cold attacks is halved; every 5 damage reduced in this way raises the shutdown threshold by 1 temporarily and reduces heat damage bonus by 1; temporary HPS and heat penalties dissipate at 1 point per round if it suffers no cold damage in that round.

Attacks:

Multiattack. Attacks two times with chosen weapon.

Tower Shield. Add +1 to AC normally, but add +4 to AC and saving throws for effects that can reasonably be blocked by cover if you take a reaction to shelter behind it. Sheltering prohibits standard actions and only provides bonuses in one direction.

Radiator Greatsword: This massive sword, like the Automaton, is titanmtal with an internal reserve of gold, making it very heavy as well as very valuable. However, a Large user must have a Str of 22 to wield this massively heavy blade without disadvantage. +10, 3d6+6 slashing damage +1d6 fire damage per hit when heated (replaces 1d4 fire damage standard bonus).

Grapple: +10 to hit, grapples target and inflicts 1d4 fire damage when holding targets without proper resistances.

Unarmed Strike: If disarmed, it will punch until it recovers a weapon. +10 to hit, 1d4+6 damage plus 1d4 fire damage per hit.

Broiler (Recharge 6): Gases and impurities trapped within the automaton are abruptly vented in an area 5 feet around the automaton. This cannot be used if heat damage bonus is currently -4 or lower, reduces current heat damage bonus by 1, and lowers HP by 4, and lowers HPS by 1 if HPS is greater than zero as impurities are also vented. Anyone within its range suffers 6d6 fire damage, and anyone within a range 10 feet beyond this suffers 1d6 fire damage, from the blast of heat.

Mekista's Mercurial Automaton

This automaton is made for operating in standard temperatures. It is much like the Goldenblood except that its solidifies at -39 degrees, and its interior temperature is a much more stable 300 degrees. It moves much faster than its Goldenblood counterpart, and capitalizes on this with many swift attacks. However, it is finicky and feeding it invalid metals will cause difficulties. It also crackles with electricity; unshielded objects touching the automaton suffer 1d4 electric damage, and any hit that causes bleeding causes a Burning Hands-style spray directed towards the attacker for 3d4 immediate lightning damage. The golem has 400 gp of 'gold' in him, and can be 'fed' mercury to restore its HP; 2 gp worth restores 1 HP. However, if HP falls below 0, the automaton shuts down and ceases to move, becoming a seemingly inert statue until someone refills it with molten gold. Attempts to fill it with alternate metals work temporarily (HP recovered becomes 1 per 10 coins), but the shutdown threshold increases by 1 per 5 invalid metal coins input. Once HP is fully restored, gold coins added instead reduce this shutdown threshold by 1 per 5 valid gold points worth in input.

AC 22 HP 200* HPS 0 Str 18 Dex 20 Con 20 Int 14 Wis 14 Cha 14 Move 40 ft/turn

Contact with the automaton or any metal item it holds inflicts an extra 1d4 electric damage due to its electric charge.

Abilities:

Mercurial. Damage from electric attacks is quartered; every 5 points of damage reduced in this way increase lightning bonus by 1 temporarily. Damage from fire and cold attacks is halved. Every 5 points of damage reduced in this way decreases lightning bonus by 1 temporarily and raises the shutdown threshold by 1 temporarily; temporary HPS and lightning penalties dissipate at 1 point per round if it suffers no cold or fire damage in that round. If the automaton is reduced to -40 degrees by any means, it is considered Unconscious and shuts down as if its HP is depleted, until temperature rises above zero degrees, at which point it reactivates if not otherwise contaminated (not below HPS point.)

Attacks:

Multiattack. Attacks four times, twice with a weapon in each hand, or three times with a single weapon.

Twin Katanas: +9 to hit, 1d8+5 damage onehanded or 1d10+5 damage two-handed, plus 1d4 electric damage per hit.

Grapple: +9 to hit, grapples target and inflicts 1d4 electric damage when holding targets without proper resistances.

Unarmed Strike: If disarmed, it will punch and kick until it recovers a weapon. +10 to hit, 1d4+5 damage plus 1d4 electric damage per hit.

Discharge (Recharge 6): This discharges electrical buildup in a burst of close-range lightning 5 feet around the automaton. This cannot be used if electric damage bonus is currently -4 or lower, reduces current electric damage bonus by 5, and does not affect HPS. Anyone within 5 feet suffers 6d6 electric damage and must make a Con save vs DC 18 or fall prone and drop whatever they are holding due to nerve shock.

Mekista's Confection Automaton

This automaton is a sparring robot that uses bizarre attacks, but is also combat capable to a lesser extent. Its interior temperature is a stable 300 degrees, and it moves fairly quickly. It has a series of nozzles, hoses, and pressure chambers on its body that allow it to dispense many rechargeable effects, and it uses ordinary copper wiring with no weird liquid issues. Shutdown threshold is always zero HP.

AC 22 HP 200* HPS 0 Str 16 Dex 16 Con 20 Int 14 Wis 14 Cha 14 Move 30 ft/turn

Contact with the automaton has no special effects unless it is using an ability that allows this.

Abilities:

Full Kitchen Range: It can use one of these abilities per turn as a free action that does not incur attacks of opportunity; bonuses provided are not reduced until it uses an attack that is listed as reducing damage, and penalties provided by its attacks are not reduced until it uses one of these abilities.

Sparring Options: Any attack that inflicts damage can be either lethal or nonlethal; nonlethal damage heals twice as quickly and recovers on its own at the rate of 1 point per minute.

High-Pressure Tubing: If a nozzle is targeted with a lethal slashing attack, it can be broken; this changes its damage range to any target in a cone equal to half its normal range and reduces Pressure Damage by an extra 1 whenever the attack is used.

Attacks:

Nozzle. Each of its eight nozzles has a different effect, but it can only hold and fire from one nozzle at a time (unless it invokes House Party Protocol):

House Party Protocol (Recharge 6): Requires Pressure Damage +1, Cold Damage +1, Heat Damage +1, Food Damage +1. Each of its eight nozzles chooses a random target from those available given its required ranges, and activates its special power. It also generates bright patterns of light from a disco ball that rises from its head that blinds all targets within 30 feet if they fail a Constitution save vs DC 18, and may cause worse problems in epileptics. Reduces all Damage bonuses to +0.

Grapple Hoses: By using two of its eight hoses, it can Grapple opponents (+8 to hit, Restrains target on first hit, binds limbs on second hit). This inflicts no damage but makes the rest of its abilities much easier to use on a specific target.