ODM Gear. The Armstrongist is equipped with Omni-Directional Manuever Gear. The gear that these Armstrongists use comes with a Strength proficiency. The ODM gear allows the Soldiers to use the following spells, with 7 charges:
Mobile Feat. These soldiers are equipped with the Mobile Feat. This gives the following benefits:
- Its speed increases by 10 feet.
- When they use the Dash action, difficult terrain doesn’t cost extra movement on that turn.
- When they make a melee attack against a creature they don’t provoke opportunity attacks from that creature for the rest of the turn, whether they hit or not.
Cable Pierce. Ranged Weapon Attack: +6 to hit, reach 100 ft., 1 target. Hit: (2d8 + 9) piercing damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d8 + 5) piercing damage.
Thunder Spears (Can only use 2). Ranged Weapon Attack: +10 to hit, range 100/120 ft., 1 target. Hit: (4d8 + 5) fire damage and (3d10) force damage.
Dash. The Armstrongist uses one charge of their ODM gear to latch onto a surface using the ODM gear's wires and fly over to said surface. Same deal as the Jump spell. The Armstrongist can use a Longsword or Thunder Spear attack during this.
Enter the description for how bonus actions work for your monster here.
Parry. Upon receiving a physical attack, the soldiers can choose to take half damage and use a longsword attack. This can only be used once until their next turn.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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 Armstrongists serve Mayor Armstrong at all costs. Many of them are devoted to their cause, and the atrocities they committed to get here cannot be in vain.
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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