Medium Construct
Armor Class 15 Natural
Hit Points 75 (10d6)
Speed 45 ft.
STR
15 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws DEX +7, CON +7
Skills Acrobatics +8
Damage Vulnerabilities Acid, Lightning
Senses Truesight, Passive Perception 18
Languages All
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Well machined parts: Automatons have a +2 to constitution saving throws.

Oiled gears: Automatons can attack twice per turn and once per combat action surge for a 3rd action.

Actions

Slice: Automaton attacks with a bladed weapon for 2d12 damage

Shoot: Automaton shoots a pistol at target within range for 4d6 damage

Sniper strike: Automaton can use 2 actions to aim and fire a critical shot at target within range with musket rifle dealing 6d12 damage + 6 then must spend next turn reloading

Bonus Actions

Self repair function: Once per combat Automaton can sacrifice 2 actions to heal 10d6 damage

Reactions

Spring powered legs: Automaton has +2 to Dexterity saving throws

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

An ornate humanoid construct made of extremely durable glass with brass filigree and trim. Inside is a maze of gears, cogs, chains, and wheels all centered around a unique obsidian shard. These Automatons are equipped with a longsword mounted to their left arm, a tri-barreled musket pistol mounted above the left wrist and equipped with a musket rifle. The inner machinations of this ornate being have a glowing sheen to them, they appear to have held up incredibly well through the ages and seem almost to have been assembled only days ago. Though it has no true face or eyes it seems to be able to clearly see and track its foes and will pursue enemies relentlessly till its own destruction or theirs.

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.

Little_Gambit

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