Enhanced Stability. The Automaton Defender moves only half the distance when forcibly moved. Furthermore it cannot be knocked prone by spells and other magical attacks.
Multi-attack. The Defender makes one battleaxe arm attack and one hammer arm attack
Battleaxe Arm. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (4d4 + 4) [Slashing damage.]
Hammer Arm. Melee Weapon Attack: : +5 to hit, reach 10 ft., one target. Hit: (3d6 + 5) [Bludgeoning damage.]
Quake (Recharge 6). Automaton Defender bends down and launches itself into the air, as it careens back into the ground the force of impact creates a quake, all creatures within 20ft make a dc 14 dex save, on failure they are pushed back and knocked prone. on success they are pushed back 10ft.
Molten Core (Health 40 or less). The Defender's magical core begins to overheat causing the Automaton to melt, the air around turns into a scolding steam. Any creature within 5ft at the end of The Defender's turn must make a CON save or suffer 2d6 fire damage or half on success (with metal armor 18, without metal armor 15). As a result the Defender takes 1d6 of damage.
Lair and Lair Actions
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