Special Trait Name. Enter the description for your special trait.
Maic Resistance. Advantage on saving throws against spells and other magical effects.
Magic Weapons. Andal is considered magical.
Omnidirectional. Due to the changes to his physique, Andal's walking speed has been reduced to 15ft. He can use his action to move using the grappling hooks, if he does so he has a movement speed of 30 and can move in any direction but must land on a physical structure at the end of the movement.
Traversal Strike. Can use a grappling hook to move up to 30ft and then can take two shots with wrist launcher.
Wrist Launcher. RangedWeapon Attack: +9 to hit, range 80/320 ft., 1 target. Hit: # (2d10 + 5) [piercing] damage.
Shoulder launcher. RangedWeapon Attack: +9 to hit, range 30/60 ft., 1 target. Hit: # (2d8 + 5) [piercing] damage and an additional 2d8 fire damage. Any creature within 10ft of the target must succeed a DC17 Dexterity save or take 2D8 fire damage.
Gatling Gunner. RangedWeapon Attack. A hail of bullets in a 30ft cone, every creature within the cone must succeed a DC17 Dexterity save or take. Hit: # (5D8) [piercing] damage. Once used it must recharge. Roll a D6 at the beginning of each round, on a 5 or 6 the Gatling is recharged and can be used in the next round.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Close Quarter's Counter. As a reaction, you can drop a smoke pellet. This obscures the area within 10 feet centered on you. Any creature attempting to strike as you move through the area can do so but has disadvantage. You can only use this ability four times before needing to make more pellets. (1hour per pellet costing 50sp in materials). The obscuring cloud persists for 1 minute.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Galen appears to be a humanoid creature but once he stands it becomes apparent that he is not entirely human. A repeatative noise can be heard and the occasional hiss of steam venting. This creature has lengths of metal bolted to flesh in a grotesque manner.
Large sections of his torso and back are covered in metal sheeting, rivets and wires. He wears gauntlets that appear to be fused to his flesh with large hooks metal chains attached to spools on his back.
Entire sections of the visible flesh are scarred and with closer inspection runes have been burned into the flesh. The runes appear to be devilish by nature but there purpose is a mystery.
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.
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