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 benefits 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.
Antimagic Susceptibility. The traveler is incapacitated while in the area of an antimagic field. 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 predefined 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.
Multiattack. The remote traveler makes three fist 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 flame fires 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) fire 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.
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.
Forcefield. 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.