Construct Cohort
Source: Valda’s Spire of Secrets (2024)

With the help of a tinkerer or a mage, you gain the unwavering, mechanical loyalty of a golem, shield guardian, or clockwork construct. Your Construct is of a smaller variety than most golems, but can be built and repaired in far less time.
title: Construct Cohort

*Unknown construct (Cohort), Neutral*
- **Armor Class** 17
- **Hit Points** 6 plus six times your Captain level (the construct has a number of Hit Dice [d8s] equal to your Captain level) (6 plus six times your Captain level (the construct has a number of Hit Dice [d8s] equal to your Captain level))
- **Speed** 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|14 (+2)|14 (+2)|12 (+1)|11 (+0)|11 (+0)|11 (+0)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** ⏤
- **Senses** passive Perception 10
- **Damage Resistances** poison
- **Condition Immunities** [charmed](Mechanics/CLI/rules/conditions.md#Charmed), [exhaustion](Mechanics/CLI/rules/conditions.md#Exhaustion), [frightened](Mechanics/CLI/rules/conditions.md#Frightened), [paralyzed](Mechanics/CLI/rules/conditions.md#Paralyzed), [poisoned](Mechanics/CLI/rules/conditions.md#Poisoned)
- **Languages** Common plus one other language
- **Challenge**
## Traits
***Construct Build.*** The construct is Small, Medium, or Large. It gains an action corresponding to its size.
***Level 5.*** Construct Excellence. The construct has a +1 bonus to its AC, attack, and damage rolls. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.
***Level 5.*** Death Burst. The construct explodes when it dies. *Dexterity Saving Throw:* DC equals your Cohort save DC, each creature in a 10-foot [Emanation](Mechanics/CLI/rules/variant-rules/emanation-area-of-effect-xphb.md) originating from the construct. *Failure:* `6d6` Fire damage. *Success:* Half damage.
***Level 13.*** Magic Resistance. The construct has [Advantage](Mechanics/CLI/rules/variant-rules/advantage-xphb.md) on saving throws against spells and other magical effects.
***Level 17.*** Unerring Strike (3/Day). When the construct misses with an attack, it hits instead.
## Actions
***Jolt (Small Only).*** *Ranged Attack Roll:* Bonus equals your Charisma modifier plus your [Proficiency Bonus](Mechanics/CLI/rules/variant-rules/proficiency-xphb.md), range 30 ft. *Hit:* `1d8` plus your Charisma modifier Lightning damage and he target can't make [Opportunity Attacks](Mechanics/CLI/rules/actions.md#Opportunity%20Attack) until the start of the construct's next turn.
***Slam (Medium Only).*** *Melee Attack Roll:* Bonus equals your Charisma modifier plus your [Proficiency Bonus](Mechanics/CLI/rules/variant-rules/proficiency-xphb.md), reach 5 ft. *Hit:* `1d8` plus your Charisma modifier Bludgeoning damage and the target has [Disadvantage](Mechanics/CLI/rules/variant-rules/disadvantage-xphb.md) on its next attack roll before the start of the construct's next turn.
***Stomp (Large Only).*** *Melee Attack Roll:* Bonus equals your Charisma modifier plus your [Proficiency Bonus](Mechanics/CLI/rules/variant-rules/proficiency-xphb.md), reach 5 ft. *Hit:* `1d8` plus your Charisma modifier Bludgeoning damage. If the target is Medium or smaller, it has the [Prone](Mechanics/CLI/rules/conditions.md#Prone) condition.
## Bonus Actions
***Level 9.*** Charged Strike. The construct's attack deals an extra `1d8` Lightning or Thunder damage.