Special Trait Name. The Avatar has the effect of a permanent Shield spell, making it invulnerable to Magic Missile, this is factored into the total AC calculation.
Mechanized Climber. The Avatar ignores the effect of rough terrain
Bull Rush: As a Move Action the Avatar can move its full 40ft speed and make a melee attack at +10 to all targets in the path. If hit the target takes 4d10 bludgeoning damage and must make a DC 16 Str save or be knocked prone.
Action Name. Multiattack - the Avatar can make an attack with each of its metallic tentacles.
Action Melee Attack. Melee Weapon Attack: Metallic Tentacle +10 to hit, reach 10 ft., 1 target. Hit: 20 (2d10 + 10) bludgeoning damage.
Missile Barrage: As a bonus action The Avatar can launch a barrage of arrows into a 20'x20' square all creatures in that area must make at DC 16 Dex save or take 4d8 piecing damage. Creatures that make the save take half damage.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
The Avatar has 3 Legendary actions
Absorb Material (Costs 1 action) as long as any loose material (metal, stone, wood, dirt, etc.), is within 30ft of The Avatar it's electric field can activate and absorb the material to heal 4d8 points of damage.
Furious Attack (Costs 2 Actions). The Avatar can make a Multiattack using it's metallic tentacles
Devious Escape (Cost 3 Actions). The Avatar can lose 20 hit points and detach its head to try and make an escape. All stats remain the same except the following: Size becomes Small, Dexterity increases to 20, Strength decreases to 10, gains a climb speed of 60ft and loses the metallic tentacle attack, and Missile Barrage Bonus action. Gains the following attack: Hypodermic needle: +10 to hit 1d4+5 piercing damage plus 2d8 poison damage.
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
A large hulking combination of necrotic flesh and mechanical arms and gears, this cyborg like mech is a terrifying hodgepodge of deadly weaponry.
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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