Medium Construct (Metallic), Neutral
Armor Class 17 Natural
Hit Points 123 (15d8 + 3)
Speed
STR
20 (+5)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
10 (+0)
CHA
15 (+2)
Saving Throws STR +8, DEX +7
Skills Athletics +6, Perception +3
Damage Vulnerabilities Lightning
Damage Resistances Fire
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened
Senses Passive Perception 16
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3

Overdrive - The automaton releases the limiters on its reactor, putting all of its power into one strike. If the hit lands, it deals 2x the damage. Whether the hit lands or not, the automaton takes 2d6 fire damage, bypassing its resistance 

Actions

Multiattack. The automaton makes two melee attacks

Heated Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., Hit: 13 (2d8 + 7) + 3(1d6) Fire damage.

Shield Bash - Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Bonus Actions

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

Reactions

Analytical Dodge. For the first strike made against the automaton, the machine's processor analyzes the angle of attack and dodges appropriately, effectively causing the attack to miss. Only works on physical attacks

roll a D6 - on a 1 or 2, returns as a recharge.

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

Robotic soldiers created by ancient humans to fight their wars for them before they abandoned the ways of war. This machine is capable of superheating thier weapon with thier power core, as well as unnatural feats of agility.

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.

Environment: Urban

Xtroduce

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