Armor Class 7 plate
Hit Points 10 (3d4)
Speed 30 ft.
STR
3 (-4)
DEX
10 (+0)
CON
4 (-3)
INT
6 (-2)
WIS
6 (-2)
CHA
10 (+0)
Saving Throws DEX +2, CHA +2
Damage Vulnerabilities Fire
Condition Immunities Blinded
Senses Darkvision 60ft, Passive Perception 15
Languages Common, Thieves' Cant, Undercommon
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

fleet footed: +3 to dex saving throws and +5 movement when moving away from enemies

Actions

mechanical bow. RangedWeapon Attack: +5 to hit, range 0/30ft., 1 target. Hit: 1(1d12 + 3) piercing damage.

Bonus Actions

gap in the armour:on its next attack with it ranged weapon it gets advantage and on a successful hit gets +3 to the damage roll. can only be used twice

Description

perfect for taking anyone out from a distance

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.

danielrex101

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