Legendary Resistance (1/2Day). If voltron fails a saving throw, it can choose to succeed instead.
Magic Resistance. Voltron has advantage on saving throws against spells and other magical effects.
Reflective Carapace. Any time Voltron is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Voltron is unaffected. On a 6, Voltron is unaffected, and the effect is reflected back at the caster as though it originated from Voltron, turning the caster into the target.
Siege Monster. Voltron deals double damage to objects and structures.
De-Construct. Voltron De-Constructs into five robo-lions (see stat block Robo-lion)
Multiattack. Voltron makes 4 attacks 2 with its laser sword and 2 with its laser cannon
Laser Sword. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) slashing damage.
Laser cannon. Ranged Weapon Attack: +19 to hit, reach 120ft., one target. Hit: 28 (4d8 + 10) lightning damage.
Punch. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of Voltron's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Voltron is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Voltron's Frightful Presence for the next 24 hours.
Voltron can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Voltron regains spent legendary actions at the start of its turn.
Attack. Voltron makes one Laser sword attack or Punch attack.
Move. Voltron moves up to half its speed.
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