Armor Class
14
Natural armor
Hit Points
8
(2d6 + 1)
Speed
40 ft.
STR
12
(+1)
DEX
16
(+3)
CON
12
(+1)
INT
14
(+2)
WIS
30
(+10)
CHA
12
(+1)
Saving Throws
DEX +5, WIS +12
Skills
Stealth +6
Damage Vulnerabilities
Lightning
Condition Immunities
Charmed, Exhaustion, Frightened, Poisoned
Senses
Darkvision 10 ft., Passive Perception 20
Languages
All
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Actions
Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 2 (1d4) bludgeoning damage.
Description
Looks like human, but robot-y
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.