Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 8 (1d10 + 4) bleed damage (1d4).
Tail wip. Melee weapon attack: +4 to hit, reach 30 ft., 1 target. Hit: 8 (2d8 + 2) bleed damage (2d4).
Throw knifes. Ranged Weapon Attack: +4 to hit, range 10/60 ft., up to 4 target. Hit: 8 (4d4 + 2) bleed damage (1d4).
Enter the description for how bonus actions work for your monster here.
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
It is a robotic beast that has blades on both its back and front legs. It has 3 throwing knifes on both of its back legs, that tip of its tail has 3 points to grab and throw the throwing knifes. Its head has a red visor and his armour will deflect most blunt/blugen attacks and its armour is almost indestructible and only acid can get through the armour and if lightning hits this monster it's deactivated
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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