Multiattack. The armed guard makes two attacks with its automatic rifle.
Tactical Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 6 (1d4 + 4) piercing damage.
Action Ranged Attack. Ranged Weapon Attack: +6 to hit, range 80/240 ft., 1 target. Hit: 12 (2d8 + 4) piercing 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.
Sniper's Eye. As a bonus action, the armed guard can add 1d10 to its next attack or damage roll with an automatic rifle.
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.
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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