Kindred Construct. The myr has advantage on each of its attack rolls for each other myr that is within 20ft of itself and in sight that aren't incapacitated.
Vigilant. The myr can’t be surprised and sneak attacks against it are treated as normal with no additional buffs.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The myr superion returns to life after 1 minute with all its hit points restored.
Arcbound Strike. Melee Weapon Attack: +3 to hit, reach 5 ft, one target you can see. Hit: 1d8 bludgeoning damage and 2d6 lightning damage.
Force-Empowered Rend. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 force damage.
Repair (3/Day). The magical mechanisms inside the myr restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.
Static Discharge. The myr releases a 30ft sphere of electricity with itself as the center. Creatures within the sphere must make a DC 14 DEX save or take 4d6 lightning damage, and creatures wearing metal armor with a class greater than light have disadvantage on this check. The myr is knocked prone and cannot make any reactions until its next turn.
Deflect Attack. The myr imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than itself.
Sacrificial Steel. The myr becomes the target of an attack against one creature it can see that is within 5 feet of it as if the attack was originally made against itself.
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