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Remote Traveler Alpha-Class | New Monster for


Fifth Edition

DECEMBER 12, 2019 ~ DM DAVE

Remote Traveler Alpha-Class

A remote traveler is a top-of-the-line suit of animated armor/shield guardian hybrid that


allows its owner to operate the construct from an unlimited distance. The alpha-class is
an especially durable version of the remote traveler, with improved strength, speed, and
defensive capabilities.

Currently, the alpha-class models are in the prototype stage. Very few exist. One of the
alpha class models dubbed the “knight-in-shining-armor” was spotted in Orbea attacking
casino owner Prayer in the Dark.
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Construct Nature. The remote traveler does not require air, drink, food, or sleep.

Remote Traveler Alpha-Class

Medium construct, unaligned

Armor Class 19 (natural armor)

Hit Points 170 (20d8 + 80)

Speed 40 ft.

Abilities Str 19 (+4), Dex 15 (+2), Con 19 (+4), Int 1 (-5), Wis 10 (+0), Cha 3 (-4)

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses blindsight 10 ft. darkvision 60 ft., passive Perception 10

Languages understands commands given in any language but can’t speak

Challenge 11 (7,200 XP)

Remote Controlled. The remote traveler is magically bound to an amulet, its control
device. As long as the remote traveler and its amulet are on the same plane of
existence, the amulet’s wearer can telepathically control the traveler. While the
amulet’s wearer controls the traveler, the wearer can see through the traveler’s eyes
and hear what it hears, gaining the bene ts of the traveler’s special senses. During
this time, the wearer is incapacitated and deaf and blind with regard to their own
senses. The wearer can also speak through the traveler.
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Antimagic Susceptibility . The traveler is incapacitated while in the area of an


antimagic eld. If targeted by dispel magic, the traveler must succeed on a
Constitution saving throw against the caster’s spell save DC or fall unconscious for 1
minute.

Armadillo Mode. When the remote traveler uses the Dodge action, it gains a +4 bonus
to its AC and the number of hit points it regenerates at the start of its next turn
doubles.

Regeneration. The remote traveler regains 10 hit points at the start of its turn if it has
at least 1 hit point.

Spell Storing. A spellcaster who wears the remote traveler’s amulet can cause the
traveler to store one spell of 4th level or lower. To do so, the wearer must cast the spell
on the traveler. The spell has no effect but is stored within the traveler. When
commanded to do so by the wearer or when a situation arises that was prede ned by
the spellcaster, the traveler casts the stored spell with any parameters set by the
original caster, requiring no components. When the spell is cast or a new spell is
stored, any previously stored spell is lost.

Actions

Multiattack. The remote traveler makes three st attacks.

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
bludgeoning damage.

Flame Thrower (Recharge 5-6). A jet of ame res from the remote traveler’s wrist in
a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw,
taking 10 (3d6) re damage on a failed saving throw or half as much damage on a
successful one.

Illusory Appearance. The traveler covers itself and anything it is wearing or carrying
with a magical illusion that makes it look like another creature of its general size and
humanoid shape. The illusion ends if the traveler takes a bonus action to end it or if
the traveler dies.

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The changes wrought by this effect fail to hold up to physical inspection. for example,
the traveler could appear to have human skin, but someone touching it would feel the
cold metal underneath. Otherwise, a creature must take an action to visually inspect
the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that
the traveler is disguised.

Reaction

Force eld. When the remote traveler is hit by an attack or targeted by the magic
missile spell, it can use its reaction to create an invisible barrier of magical force that
protects it. The traveler has a +4 bonus to AC against the triggering attack, or it takes
no damage from the magic missile spell that triggered this reaction.

Like it? Get the PDF on Patreon!

This monster is available on Patreon as part of the Hand of the Eight adventure path as
well as in a separate supplement. The Hand of the Eight adventure path is accessible for
only $1 per month. The supplement comes with the copper tier, which is $3 per month.

Get the PDF, Now

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Tradition | New Arcane Table | New Monster for for Dungeons & Dragons Fifth
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December 27, 2019 Dungeons & Dragons Fifth March 24, 2019
In "New Player Options" Edition In "DM Dave's Daily Monsters"
March 22, 2019
In "DM Dave's Daily Monsters"

POSTED IN DM DAVE'S DAILY MONSTERS

CONSTRUCTS CR 11

Published by DM Dave
I'm a writer, artist, and D&D nerd. My son, Jack is six, and he, too, is
quickly going down the long nerd road with me. My wife, Tracy just
rolls her eyes. View all posts by DM Dave

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