Huge Construct, Neutral Evil
Armor Class 20 Natural
Hit Points 150 (7d20 + 10)
Speed 40 ft.
STR
15 (+2)
DEX
15 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
10 (+0)
CHA
30 (+10)
Saving Throws CON +7, CHA +12
Skills Intimidation +12, Medicine +7, Survival +2
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight, Darkvision, Passive Perception 10
Languages all+binary
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Enter the description for your special trait.

living metal. this creature heals 1d4 at the start of its turn.

command protocols creatures with this ability get the following buffs on each of the following rounds of combat you may pick only 1 directive to affect the creature. 

  • combat Round 1 (Sudden Storm)
  • combat Round 2 (Vengeful Stars)
  • combat Round 3 (Undying Legions)
  • combat Round 4 (Hungry Void)
  • combat Round 5+ (Eternal Guardian)

sudden storm

  • Directive 1: Add 5ft to the movement speed of this creature.
  • Directive 2: If this creature is performing a non-attack action, it can still make a attack action with ranged weapons.

vengeful stars

  • Directive 1: Each time this creature makes a ranged attack, on an unmodified hit roll of 20, improve the damage modifier of that attack by 1.
  • Directive 2: Each time this creature makes a ranged attack that targets is within half range, the target does not receive the benefits of cover against that attack.

undying legions

  • Directive 1: Each time a creature uses the Living Metal ability, it regains 1d4 additional hp.
  • Directive 2: Each time a creature uses the Reanimation Protocols ability, it can re-roll one of the dice.

hungry void

  • Directive 1: Each time this creature makes a melee attack, on an unmodified hit roll of 20, improve the damage modifier of that attack by 1.
  • Directive 2: Each time a creature makes a melee attack, if moved into melee, is performing a reaction or held it as their action this turn, that attacks get a +1 to hit.

eternal guardian

  • Directive 1: Each time an attack is made against this creature, if it did not make a Normal Move action, dash or disengage this round, this creature receives the benefit of half Cover.
  • Directive 2: Each time an enemy creature moves into melee range of this creature, if this creature is not in melee with any other enemy's, it can perform a free action.

Explodes: When this construct is destroyed, roll one D6 before removing it from the battle. On a 6 it explodes, and each unit within 30ft suffers 1d8 force damage.

Nanoscarab Reanimation Beam. at the start of your turn, you can select 3 friendly creatures with the <DYNASTY> keyword within 30ft of and visible to this creature. Until the start of this creatures next turn, while that creature is within 30ft of and visible to this creature, that creature is being healed by this model's reanimation beam. While a unit is being healed by a reanimation beam, add a +1 modifier to Reanimation Protocol rolls made for that creature and that creature heals 1d4 hp at the start and end of their turn. Each creature can only ever be healed by one reanimation beam at a time.

 

Actions

multiattack. The CANOPTEK REANIMATOR makes 4 attacks with its Reanimator’s claws and 3 attacks with its Atomiser beam. 

Reanimator’s claws. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 11 (1d6 + 5) [slashing] damage. 

Atomiser beam. RangedWeapon Attack: +4 to hit, range 10/60 ft., 1 target. Hit: 12 (1d6 + 6) [radiant] damage. Assault if this creature made a dash action this turn it can still attack with this weapon as a bonus action with a -1 to hit.

Description

keywords

Necrons, Canoptek, <Dynasty>, Monster, Core, CANOPTEK REANIMATOR

Monster Tags: construct

thesilentking40k

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