Medium Humanoid (Metallic), Lawful Evil
Armor Class 16 studded leather
Hit Points 31 (7d8)
Speed 30 ft.
STR
10 (+0)
DEX
20 (+5)
CON
12 (+1)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +9, INT +8
Damage Resistances Poison
Condition Immunities Frightened
Senses Passive Perception 16
Languages Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Nanite Swarm. Alyx mentally commands millions of tiny nanites which act as an extension of his body, protecting him from harm and serving as weapons. These nanites manifest primarily as a pool of 120 temporary hit points, and the abilities to which Alyx has access depend partially on the amount of these temporary hit points he has at any given time. The DC to resist any of Alyx's nanite-based abilities is 16. Alyx cannot trigger sneak attack with any of his nanite abilities.

Assassinate. During his first turn, Alyx has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Alyx scores against a surprised creature is a critical hit.

Evasion. If Alyx is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Alyx instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Active Cloak (1/Turn) (10 or more temporary hp remaining). Alyx is surrounded by coursing streams of nanites, which he uses to help him hurt those he would see dead. Immediately after he hits a creature with a melee weapon attack, he can have these nanites assist him in one of these ways. Alyx cannot have the nanites assist him in the same way twice in a row.

  • The attack's target takes an additional 1d6 points of piercing damage from the nanites
  • The attack's target must make a strength saving throw against Alyx's nanite DC or be pushed up to 15 ft away horizontally in a direction Alyx chooses.
  • Tha attack's target must make a dexterity saving throw against Alyx's nanite DC or become hindered by the swarm, suffering disadvantage on their next attack roll. 

Technautic Liberation. (50 or more temporary hp remaining). Alyx hoists himself up on waves of nanites, moving gracefully around the battlefield. So long as this ability is active, Alyx's walking speed is increased by 30, he gains a flying speed of 60 feet, and he cannot be grappled or restrained.

Emergency Protocols (1/day): The first time Alyx would drop to below 25 temporary hit points, he instead drops to only 25, and the nanite swarm explodes outwards in a 60 foot radius sphere centred on him. All creatures outside of Alyx within that radius must make a strength saving throw against Alyx's nanite DC or suffer 8d6 bludgeoning damage and be pushed back to the edge of that radius and knocked prone. ON a succesful save, a creature takes half as much damage, and is not knocked prone.

Sneak Attack (1/Turn): Alyx deals an extra 13(4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of Alyx that isn't incapacitated and Alyx doesn't have disadvantage on the attack roll.

 

Actions

Multiattack. Alyx makes one attack with either his poisoned dagger or his electroshock pistol, and uses command nanites if it is available.

Poisoned Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit:  (1d4 + 5) piercing damage. On a hit, the target must make a DC15 con save or take an additional 6d6 poison damage, taking half the damage on a successful save.

Electroshock Pistol. Ranged Weapon Attack: +9 to hit, range 30/90 ft., 1 target. Hit:  (1d10 + 5  piercing damage. On a hit, the target must make a DC15 con save or take an additional 2d6 points of lightning damage, and they are unable to take reactions until the start of Alyx's next turn. 

Command Nanites (25 or more temporary hp remaining). Range 120 ft. Alyx lashes out with the nanites under his control, choosing one of the following options:

  • Striking Swarm. Ranged Weapon Attack: +11 to hit, range 120 ft., 1 target: A nanite tendril snakes out from Alyx and smashes into one opponent within range. Make a ranged attack against one creature of Alyx's choice within range. On a hit, the target takes 6d8 points of bludgeoning damage, and must succeed on a strength saving throw against Alyx's nanite DC or be pushed up to 15 feet horizontally in a direction of Alyx's choice. When Alyx drops below 50 temporary HP, the damage is decreased to 3d8, and the target no longer needs to make a save against being pushed back.
  • Grasping Swarm. Ranged Weapon Attack: +11 to hit, range 120 ft., 1 target: The swarm coils around a target of Alyx's choice, attempting to grapple them. On a hit, the target is grappled. On their next turn, they can use an action to make a Strength (athletics) or Dexterity (acrobatics) check against Alyx's nanite DC to break free of the grapple. While a target is grappled by this ability, Alyx may use a bonus action to force them to make a strength saving throw against Alyx's nanite DC or be crushed, taking 2d8+5 points of bludgeoning damage on a failure. If Alyx uses grasping swarm while he already has a creature grappled in this way, he can choose to either attempt to grapple another creature, or attempt to restrain the current target by making an intelligence check contested by the target's Strength (athletics) or Dexterity (acrobatics) check. Alyx is proficient in this check. So long as Alyx has 50 or more temporary hit points, he can actively have one creature grappled or restrained by Grasping Swarm and still use Striking Swarm, though he cannot grapple more than one creature with Grasping Swarm. Once Alyx falls below 50 temporary hit points,  the damage is decreased to 1d8+5 bludgeoning damage, and he can no longer use Striking Swarm while still actively grappling or restraining someone with Grasping Swarm
Bonus Actions

Cunning Action: Alyx can take a bonus action on each of his turns in combat. This action can only be used to take the Dash, Disengage, or Hide action.

Stim Pack (2/day): Alyx injects himself with an adrenaline stim, and instantly regains 2d4+2 hit points.

Reactions

Uncanny Dodge. When an attacker Alyx can see hits him with an attack, he can use his reaction to halve that attack's damage against him. 

Legendary Actions

Alyx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Alyx regains spent legendary actions at the start of its turn.

Shift (Costs 1 Action). Alyx moves up to his move speed without incurring opportunity attacks.

Autonomic Severance (Costs 2 Actions). Alyx cordons off some of his nanites from his larger swarm, creating semi-autonomous nanite constructs. These constructs use the Swarm of Insects statblock, and obey Alyx's commands, as well as acting on their own initiative in combat. Alyx can sacrifice 10 temporary hit points to create one such construct, or 20 temporary hit points to create two, but can never have more than two constructs active at one time. 

Command Nanites (Costs 2 Actions). Alyx uses Command Nanites.

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

Enter a general description for your monster here.

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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