Improvisation. The Armis Automata performs an inspired act, gaining advantage on an attack roll or ability check. This feature can be used once per day.
Multiattack. The Automata makes two weapon attacks.
Improvised Weaponry. The Armis Automata are, despite being constructs, prone to behavioral quirks, most notably improvisation. The original design eschewed built-in weaponry, but the AA will happily grab anything they can use if involved in combat. Therefore, several options for weapons they may have on hand are listed.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Improvised Attack. Melee Weapon Attack: The automata attacks with an improvised weapon or an unarmed strike. +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/4/2021 5:58:02 AM
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17
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0
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1.1
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Coming Soon
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