Spiryknot
D&D 2024 species: Spiryknot. Source: Fumble. creature type Construct, Medium size, speed 30 ft. Construct, Medium Lore Spiryknot are conscious constructs of uncertain origin. Every city now has a manufactory where new Spiryknot are created. They serve cities as soldiers fighting the Umbra, and trade or Adventure to gather materials for more Spiryknot. Speed Your walking Speed is 30 feet. Candle Nature You have Immunity to Poison Damage and Disease, Advantage on saving throws against being Paralyzed or Poisoned, and do not need to eat, drink, or breathe. You have resistance to Cold Damage, but Vulnerability to Fire Damage. You cannot benefit from Fire resistance, but you can benefit from Fire Immunity. Armored Casing While you are not wearing armor, your base AC is 13 + your Dexterity modifier. You can don only armor with which you are proficient. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, your armor cannot be removed from your body against your will. Soul Fire Candle You shed magical Dim Light in a 20-foot radius. The Light has a level equal to your Proficiency Bonus. If it is the only Light affecting a Creature at the start of its turn, that Creature gains Temporary Hit Points equal to your Proficiency Bonus. Humanoids always benefit; you choose whether another non-Undead Creature benefits. When there is great need, you can burst the flame and sacrifice 1 year of your short lifespan to cast Aura of Life without Concentration. Healing Machine When Mending is cast on you, you can spend a Hit Die, roll it, and regain the result + your Constitution modifier, minimum 1 Hit Point. You can also benefit from Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, and Spare the Dying even though those spells normally do not affect Constructs. Sentry's...