living metal. this creature heals 1d4 at the start of its turn.
reanimation protocols. Each time an enemy creature shoots or makes a melee attack, after it makes its attacks, if this creature was killed as a result of those attacks, this creature's reanimation protocols are enacted and begins to reassemble itself.
Each time reanimation protocols are enacted, make con saving throw for that creature by rolling a D20 for every 10 hp the killed creature had. Each saving throw that beats a dc of 25 is put into a pool.
If at least 1 saving throw succeeds then this creature is revived with 10hp, this creature regains 10 more hp for every successful saving throw if it makes all of its saving throw's then it revives with full hp. This ability can only be used once.
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.
Bound Creation: If there are any friendly creatures with the CRYPTEK key word then is creature must be within 20ft of it if it is not then this creature cant do any actions (except for moving) until it is within 20ft of the CRYPTEK creature.
Systematic Vigor: While this creature is within 30ft of any friendly CRYPTEK creatures, this creature gets a +3 to its DEX and STR stats and make 3 additional melee attacks.
multiattack. The CRYPTOTHRALLS makes 3 attacks with its Scythed limbs and 2 attacks with its Scouring eye.
Scythed limbs. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 11 (1d6 + 5) [Slashing] damage.
Scouring eye. RangedWeapon Attack: +4 to hit, range 10/60 ft., 1 target. Hit: 11 (1d6 + 5) [Radiant] damage.
Protectors: While a friendly creature with the key words CRYPTEK is within 15ft of this creature, whenever that creature is attacked this creature can make a move action to move within 5ft of the CRYPTEK creature and any damage that creature might take this creature takes instead.
Description
keywords
INFANTRY, CRYPTOTHRALLS, NECRONS, CANOPTEK, <DYNASTY>
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