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___ > ## Cogloid >*Tiny construct, chaotic neutral* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 1 > - **Speed** 20 ft., climb 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|14 (+2)|10 (+0)|4 (-3)|12 (+1)|7 (-2)| >___ > - **Skills** Stealth +4 > - **Senses** Truesight 120 ft., passive Perception 11 > - **Languages** -- > - **Challenge** 0 (10 XP) > ___ > > ***Interlocking Movement.*** If there are three or more cogloids withing 5ft of each other, they may choose to act at the same time in the initiative order, using the highest rolled initiative, so long as they move together and attack the same target. > ### Actions > > ***Dismantling Pinch.*** *Melee Weapon Attack:* +0 to hit, reach 5ft., one target. *Hit:* 1 piercing damage and if the target has the axiomatic mind feature, it must make a DC 10 wisdom saving throw or it is compelled to act in a manner contrary to its nature and its instructions for 1 minute. If the target is hit by more than one dismantling pinch in a single round, the DC goes up by one for each additional hit until the end of the targets next turn when it resets to 10. >
>Even the great shifting gears of Mechanus have pest problems from time to time. Cogloids might almost seem cute, but much like rats, they carry disease. Not one of infection or illness, but of chaos and entropy. \columnbreak >All art and monster design by Cinder Blocksally. > >Twitter [@Cinder_blocksal](https://twitter.com/Cinder_BlockSal) > > Instagram [@Cinder_Blocksally](https://www.instagram.com/cinder_blocksally/) >