Medium Construct
Armor Class 18 Natural Armour
Hit Points 60 (15d10)
Speed 30 ft.
STR
18 (+4)
DEX
20 (+5)
CON
20 (+5)
INT
14 (+2)
WIS
10 (+0)
CHA
10 (+0)
Skills Acrobatics +8, Athletics +8
Senses Blindsight 15 Feet, Passive Perception 20
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Nano-Repair System. When reduced to 0 hit points, your self-repair systems activate. After one minute (ten rounds), you are healed to full, add 15 hit points to your maximum, your AC increases by 1, and you gain one of the following traits (your choice):

- Hardened Armour: Once per round, you can reduce the damage of one attack by half without needing to take a reaction.

- Reactive Shield: Once per round, you can add +5 to your AC against one attack without needing to take a reaction.

- Knife Shoes: Your melee attack die becomes 1d8 and grants an additional 5 piercing damage if you've moved this turn.

- Shoulder Cannon: As a bonus action, you can fire a 15 foot cone of shrapnel. Creatures in the area of effect take 15 damage and must make a DC16 CON save. On a failure, their AC is reduced by 1 for ten rounds.

- Ensnaring Tether: As a bonus action, you can fire a tether up to 30 feet. Target makes a DC20 Dexterity Check. On a failure, they are restrained. The effect ends if you move more than 30 feet from them or they make a successful STR or DEX save on their turn.

Actions

Attack Action. You can attack two times per round as an action. If you use your bonus action, you can attack one additional time.

Unarmed Attack. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 10 (1d6 + 6) bludgeoning damage. 

Wristgun. Ranged Weapon Attack: +14 to hit, range 30/60 ft., 1 target. Hit: 16 (1d10 + 8) piercing damage.

Bonus Actions

As a bonus action, you can either make a melee attack or use one of the unlocked abilities listed in the Special Traits.

Reactions

Ruthless Counter. As a reaction, you can make a counter attack after an opponent's missed melee attack. This attack has advantage and does an extra 3d6 damage. The target must also make a DC20 CON save. On a failure, they are either knocked prone or pushed 10 feet.

Legendary Actions

You have 3 legendary actions, which can be used at the end of another creature's turn or at the start of your own turn. Once per round, you can roll 1d6 - on a 6, you regain one action.

Activate Countermeasures (Costs 1 Actions). You emit a cloud of digital smoke, which covers a 15 foot cube centered on you. All attacks made against you while you're in this cloud have disadvantage and deal half damage. The cloud dissipates at the start of your next turn.

Nanite Surge (Costs 2 Actions). You heal for 4d8+20 hit points.

Overdrive (Costs 3 Actions). You can make an additional attack as a free action, your attacks have advantage, your AC increases by 2, and your movement speed is doubled. This effect lasts for two rounds.

JoshuaWeston

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