race features:
Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.
You gain a +1 bonus to Armor Class.
You can don only armor with which you have proficiency. 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 can't be removed from your body against your will.
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, breathe or sleep.
You are immune to disease.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Refueling. To benefit from the healing effect of a long or short rest, you must consume one vial of the arcane mixture that powers your body. Therefore you gain 1d12 of those vials when you choose this race at character creation.
Self-Repair. You know the Mending Cantrip.
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