Huge Construct, Neutral Evil
Armor Class 20 Natural
Hit Points 225 (11d20 + 5)
Speed 50 ft.
STR
15 (+2)
DEX
15 (+2)
CON
25 (+7)
INT
14 (+2)
WIS
10 (+0)
CHA
30 (+10)
Saving Throws STR +4, DEX +4, CON +9
Skills Athletics +4, Intimidation +12, Stealth +4
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

living metal. this construct 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.

Dimensional translocation. this creature can make a free dash action and when it dashes instead of following normal dash rules pick one spot on the battle map 45ft from any enemy's this creature can teleport to that spot.

ancient yet advanced weapons. when this creature rolls a Nat 20 to hit for its ranged attacks roll a d20 for damage instead of following normal critical hit rules

Actions

multiattack. The CANOPTEK TOMBSTALKER makes 6 attacks with it's Tomb stalker claws and 4 attack with its Gauss slicers.

Tomb stalker claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 1/3 target. Hit: 15 (1d8 + 7) [slashing] damage. 

Gauss slicers. RangedWeapon Attack: +3 to hit, range 10/120 ft., 1/2 target. Hit: 11 (1d6 + 5) [Radiant damage] damage. Rapid fire double the number of attacks made with this weapon if the target is within half range.

Reactions

Gloom prism. if this creature is equipped with the gloom prism, then when an enemy creature attempt's casting a spell within 120ft, as a reaction this creature can force them to make a dc 15 WIS saving throw failing will negate the spells effects.

Description

keywords

MONSTER, CANOPTEK, CANOPTEK TOMBSTALKER, NECRONS, <DYNASTY>

Previous Versions

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Monster Tags: construct

thesilentking40k

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