Steam shot. Can fire steam in a directed blast, dealing additional damage to targets with metal armour.
Armoured Rush. Can use a release of steam to push itself forward in a rush attack. If the target is between itself and a wall target counts as grappled. Is temporarily slowed after this ability is used.
Punch. Simply attempts to punch them with its fists. 1d20+5 to hit, 3d8 bludgeoning damage.
Stomp. Simply attempts to step on them with its feet. 1d20+5 to hit, 2d6 bludgeoning damage.
Fist launch. Shoots one of its fists as a ranged attack. Fist is connected by chains and unless caught by a reaction or trap will pull itself back in after the attack is finished. Can only be used once per turn and no other attacks can be made with this hand for the duration of its turn. 1d20+7 to hit, 3d8 bludgeoning damage.
Metal fuse. Grabs nearby chunks of iron, steel, or other such materials, and holds it to an injury on itself. The selected metal fuses with the Steambot, healing 3d6 hp and closing the gap in its armour. Has 3 uses, 1 use recharges every 8 hours. Selected metals can include player armour or weapons, if this happens killing the Steambot will not give the weapon back, unless you smelt it down and forge a new sword.
Block. Can use its limbs to actively block an incoming attack, if successful, attack damage is halfed on top of resistances.
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
Tall and bulky, the Armoured Steambot is a slow moving construct covered in copper and other metals, it appears to be put together from a mishmash of parts, and descriptions may vary. Have no emotions and feel no pain, they are found in ruins of ancient cities and are extremely territorial, attacking any trespassers on sight.
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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