b'Vrilwork, Slaymate \n'b'  Family:   Vrilwork  \n'b'  Huge   construct  (tin, vrilwork),  lawful evil  \n'b'  Armor Class  19 (natural armor)  Hit Points  152 (16d12 + 48)  Speed  40 ft.\n'b' STATS STR: 14 (+2) DEX:  18 (+4)  CON:  16 (+3)  INT:  12 (+1)  WIS:  18 (+4)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +6  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses  truesight 120 ft., passive  Perception  16  Languages  Common  Proficiency Bonus  +4  Challenge  10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Antimagic Susceptibility . The clockwork is  incapacitated  while in the area of an  antimagic field . If targeted by  dispel magic , the clockwork must succeed on a  Constitution  saving throw against the caster\xe2\x80\x99s spell save DC or fall  unconscious  for 1 minute. \n'b'  Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Music . When the slaymate begins a game, it emits music that can be heard out to a range of 300 feet. \n'b'  Regeneration . The slaymate regains 5  hit points  at the start of its turn. If the slaymate takes force damage, this trait doesn\xe2\x80\x99t function at the start of the slaymate\xe2\x80\x99s next turn. The slaymate is destroyed only if it starts its turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'  Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b'  Vril Engine . When the construct dies, it inflicts 21 (12d6) force damage in a 15 ft. radius. Creatures in the radius can make a DC 16  Dexterity  saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The slaymate makes two  ranged attacks  with its Vril Gaze or two attacks with its Vril Burst. \n'b'  Vril Gaze .  Ranged Weapon Attack : +8 to hit, range 80/240 ft., one target.  Hit : 13 (2d8 + 4) force damage. \n'b'  Vril Burst . The slaymate fires at a point within 240 feet that it can see. Each creature in a 10-foot cube must succeed on a DC 15  Dexterity  saving throw or take 13 (2d8 + 4) force damage. \n'b'  Slam .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 9 (1d10 + 4) bludgeoning damage \n'b'\n'b' REACTIONS \n'b'\n'b'  Spot Cheater . The slaymate targets one moving creature it can see within 240 feet of it. The target must contest its  Strength  ( Athletics ) or  Dexterity  ( Acrobatics ) check against the slaymate\xe2\x80\x99s  Wisdom  ( Perception ) check, with disadvantage if it is using the  Dash  action. If the slaymate wins, all creatures within 10 feet of the target, including the target creature, must make a DC 15  Dexterity  saving throw or take 21 (4d8 + 4) force damage and are knocked back-wards 10 feet away from the slaymate and fall  prone . \n'b'\n'b' ABOUT \n'b' This large construct looks like a giant creepy doll. \n'b' Slaymates have but one purpose: to thin the herd of competitors. Armed with two automatic vril rifles in its eyes, the slaymate plays a musical tune with its head facing away from competitors. When it stops, it spins back around instantly to determine who is still moving. Whoever it detects is fired upon. In this fashion, slaymates can decimate dozens of people in the span of a few minutes.'