airstrike. the catellite can summon an airstrike from above. this only works when catellite has a master.
Shock arm. welder arm: +6 to hit, reach 3 ft., 1 target. Hit: (2d8 + 4) lightning damage.
Solar beam. solar panel blast: +9 to hit, range 4/50 ft., 1 target. Hit: (3d6 + 5) radiant damage.
Airstrike. missiles from above: +12 to hit, range 25/500 ft., 1-2 targets. Hit: (7d4 + 2) fire damage.
catellite cannot take bonus actions, as it's programming is not designed for that.
fly. Catellite attempts to dodge an enemy attack. roll a d20+3, and if Catellite rolls more than a 17, avoid all damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
a mildly intelligent creature designed for air-ground attacks. Catellite can fly anywhere between 5 feet and 3 miles above ground and can interact with objects normally. intensely loyal, this creature can be programmed by its master to raise its intelligence level to that of the programmer. In addition, Catellite can survive on a diet of either cat food or electricity.
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.
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