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.
Feeder mandibles. Melee Weapon Attack: +0 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 1) [magical piercing] damage.
Description
keywords
NECRONS, <DYNASTY>, FLY, CANOPTEK, CANOPTEK SCARAB
Previous Versions
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3/25/2023 8:09:51 AM
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Coming Soon
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