Special Trait Name. Enter the description for your special trait.
Machinery Reload: Whenever the Armored Enforcer ends his turn, any unreloaded ammunition is automatically reloaded
Action Name. Enter the description for your action.
Destruction: Using the drill, target a wall or other inanimate object. 10+ to hit, and deal 6d10+3 piercing damage. If this attack damages a creature on the other side of the targeted wall or object, it takes half of the damage rolled
Piercing Drill: Melee Weapon Attack: 3+ to hit, reach 5 feet, 1 target, hit: 3d10+3 piercing damage
Slice: Melee Weapon Attack: 5+ to hit, reach 5 feet, 1 target, hit: 2d10 slashing damage
Hand-mounted-crossbow: Ranged crossbow attack: 4+ to hit, reach 80/320 feet, 1 target, hit: 1d6+2 piercing damage
Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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 initial attack was damned smooth, took no losses other than some idiot guard who got stabbed in the knee.... Then the armored enforcers showed up to defend Lorenzo's turf. They're packed into their armor, and you can hear the flowing liquid inside their suits. Not even our rifles can reliably penetrate the metal plating. It was a damned slaughter, had to retreat after the armored ones cut down 6 of our own"
- Juando Ranva, second in command of the guard of David's retreat
Covered in thick metal plates hastily bolted together, the armored enforcers are the barely dead bodies of Lorenzo's henchmen. Rather than face death, they had a second chance at life, courtesy of the drugs flowing inside their system, keeping their most important vitals from going cold. They do not have enough brain activity to form words or otherwise communicate, but they have no need, for they serve the drug lord who gave them a second chance at life uncritically. They are often seen alongside a number of ordinary oxedinium enforcers
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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