Charge attack: Charge attack does 15d10 lightning damage that spread over 150 feet, however as doing this it stops its main core for a moment and causes it to be stunned for one round. (Regain on a 6 of a d6)
Dexterity saves dc: 23
When attacking with this creature, you may choose out of 1 of 3 choices as listed below.
Summon minions, Charge attack, Twin Slam
Summon Minions: Minions come in with 45 hp and do ranged attacks of 65 feet, the beam they shoot out does 1d8 plus 4 radiant damage, along with paralization, blindness or deftness, Constitution save of 15, only 2 minions may be out at a time.
Minion size class: Small. Flying speed 40. Walking speed 0. Must stay withing 60 feet of the automation or goes under stasis.
Charge attack: Charge attack does 15d10 lightning damage that spread over 150 feet, however as doing this it stops its main core for a moment and causes it to be stunned for one round. Dexterity saves of 23 (Regain on a 6 of a d6)
Twin Slam: As it has 2 base attacks it also has a twin slamming feature, as you attack it does the multi attack function for only the first attack, however it changes its die count from 3d8 plus strength to 5d8 plus strength for each successful hit. This does include its non-twin slam. (Regain on 5-6)
Unseen Eye: As it uses its abilities to decimate its target it may use Unseen eyes, where a ghostly head will form to see things that are invisible or upon the etherial plane, this feature only works for one minute and may be used only 3 times throughout the day.
Opportunity attack
Super charge: When super charging, it gives an extra 4d6 lighting damage to itself but reduces damage by 1d8.
This ability can super charge the Hyper Beam/Charge attack to 25d10 however stuns it for 2 rounds.
Regain on a 12 of a d12 if using with Charge attack
Regain on 8 of a d8 for Super charge
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
The Automaton. One created from The Guardian based robotic monstrosity. Although it does not have a head it can still see very easily. Its sharp outer plating making all attackers who hit them take a d4 of damage.
When attacking with this creature, you may choose out of 1 of 3 choices as listed below.
Summon minions, Charge attack, Twin Slam
Summon Minions: Minions come in with 45 hp and do ranged attacks of 65 feet, the beam they shoot out does 1d8 plus 4 radiant damage, along with paralization, blindness or deftness, Constitution save of 15, only 2 minions may be out at a time.
Size class Small. Flying speed 40. Walking speed 0. Must stay withing 60 feet of the automation or goes under stasis.
Charge attack: Charge attack (regain on a 6 of a d6) does 15d10 lightning damage that spread over 150 feet, however as doing this it stops its main core for a moment and causes it to be stunned for one round.
Twin Slam: As it has 2 base attacks it also has a twin slamming feature, as you attack it does the multi attack function for only the first attack, however it changes its die count from 3d8 plus strength to 5d8 plus strength for each successful hit. This does include its non-twin slam. (Regain on 5-6)
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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