Action Surge. On his turn, he can take one additional action. He can use it twice before a short or long rest, but only once on the same turn.
As an action, he can unleash a 30-foot cone of destructive energy from his weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn.
Indomitable. He can reroll a saving throw that you fail. He can use this feature three times between long rests.
Multi-Attack. Adam Smasher gets 3 attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 4) bludgeoning damage.
Wakened Bronze Dragon's Wrath Automatic Rifle. Ranged Weapon Attack: +10 to hit, range 80/240 ft., 1 target. Hit: 15 (2d8 + 6) piercing damage, 7 (2d6) lightning damage.
Burst Fire. A weapon that has the burst fire property can make a single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.
Second Wind. He can use a bonus action to regain hit points equal to 1d10 + 11. Once he uses this feature, he must finish a short or long rest before he can use it again.
Adam Smasher can take 3 legendary actions.
Frag Grenade (Costs 1 Action). He can throw a grenade at a point up to 60 feet away. Each creature with 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.
Smoke Grenade (Costs 1 Actions). He can throw a grenade at a point up to 60 feet away. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
A.M.P. Grenade (Costs 2 Actions). He can throw a grenade at a point up to 60 feet away. The grenade produces an Antimagic Field in a 20 foot radius for 1 round after it is activated. Additionally, each creature within the radius must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one.
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
He has advantage on saving throws against being poisoned, is immune to disease., and magic can't put him to sleep. While he lives, his armor can't be removed from his body against his will.
Whenever he rolls a 20 on the attack roll with his weapon, each creature within 5 feet of the target takes 5 lightning damage.
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.
LOVE THIS
However: I have an idea. Either add "Lair and Lair Actions" or remove them to make it look cleaner.
Also: Do you have any intention to add more Warhammer content?
I look forward to more of your Homebrew.