Shield Put. If the Construct Master doesn't move or attacks on it's turn, it gains an extra 3 AC to it's current AC until it's next turn.
Shield Lock. If the Construct Master doesn't move or attack for two turns in a row, it gains an extra 5 AC permanently but it's speed is now 0ft.
Analyze. If the Construct Master doesn't move or Attack, it gains a +3 to the next attack roll.
Overprepare. If the Construct Master doesn't move for two rounds in a row, it gains advantage, doubles modifiers and deals an extra d6 to it's next attacks. This is after adding Analyze.
Ammo Swap. As a bonus action, the Ranged Master can change the type of damage the pellets does. It can change the damage to Bludgeon, Piercing, Poison, Fire and Cold.
Multiattack. The Construct Master attacks thrice with it's pellets, it's spear or it's long sword or it attacks twice with it's War Hammer.
Pellet Pummel. Ranged Weapon Attack: The Construct Master attacks by firing a pellet from it's turret. +2 to hit, range 30/65 ft., 1 target. Hit: 5 (1d6 + 2) chosen damage type (Bludgeon by default) damage.
Shotgun Spray. Ranged Weapon Attack: The Construct Master attacks by spraying pellets in a cone. +2 to hit, range 15 ft. cone, up to 3 targets. Hit: 7 (1d10 + 2) chosen damage type (bludgeon by default) damage.
Spear Thrust. Melee Weapon Attack: The Construct Master uses it's spear to attack. +2 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage.
Sword Slash. Melee Weapon Attack: The Construct Master uses it's sword to attack. +2 to hit, reach 5 ft., 1 target. Hit: 5 (1d8 + 2) slashing damage.
Sledge Slam. Melee Weapon Attack: The Construct Master uses it's War Hammer to attack. +2 to hit, reach 5 ft., 1 target. Hit: 6 (1d8 + 2) bludgeon damage.
Spin of Destruction. Melee Weapon Attack: The Construct Master spins it's torso extremely fast with it's weapons facing outwards. +3 to hit, reach 10 ft., up to 5 targets. Hit: 13 (2d10 + 3) slashing/bludgeon damage. (Depending on what hit the targets)
Spiked. If a creature enters the Construct Master's melee range (5 ft.), it will form spikes on it's shield. If someone uses an Unarmed Strike against it's shields, they will take 1d6 + 3 piercing damage. If the weapon struck on the spikes is primarily wooden, the weapon has a 50% chance to get stuck on the spike.
Description
A huge construct made a giant cylinder with hatches that open for weapons to come out of. It's head has two big barrels on it's sides. One giant scanner is mounted on the head of this beast. It has fourteen spider-like legs on it's bottom to move stupidly fast. Is the ultimate of version of Maestros and the Masters.
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