Legendary Resistance (3/day). If the mech fails a saving throw, it can choose to succeed instead.
Limited Spell Immunity. The mech automatically succeeds on saving throws against spells of 4th level or lower, and the attack rolls of such spells always miss it.
Magical Nature. The mech's attacks are considered magical.
Unusual Nature. The mech doesn't require air, food, drink, or sleep.
Multiattack. The golem can make two slam attacks.
Slam. Melee Weapon Attack: +15 to hit, one target, range 10 ft. Hit: 60 (8d12 + 8) bludgeoning damage.
Chimney Flamethrower. The mech blasts fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
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.
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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