Action Name. Enter the description for your action.
Hatchet tail swipe.
Melee Weapon Attack: +14 to hit, reach 40 ft., 6 target. Hit: 15 (3d10 + 11) [slashing] damage.
Hatchet arm strike.
Melee Weapon Attack: +13 to hit, reach 10 ft., 1 target. Hit: 12 (2d10+15) [slashing] damage.
Multiattack.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +15 to hit, reach 10 ft., one creature.
Hit: 22 (2d12 + 9) piercing damage plus 9 (2d8) fire damage.
Claw.
Melee Weapon Attack: +15 to hit, reach 5 ft., one creature.
Hit: 18 (2d8 + 9) slashing damage.
Plasma cannon (Recharge 5-6).
The Warmachine charges a ball of crackling energy in a 60-foot ball , or a 120-foot line. Each creature in that area must make a DC 22 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. Fire damage dealt by the Warmachine cannon bypasses fire resistance, but not immunity.
Its can use a bonus action to climb up on to the ceiling and hang from its tail to attack from above and avoid damaging for 5 turns.
Overpowering Strength.
When the machine hits a creature with a melee attack, the target must succeed on a DC 19 Strength saving throw or be knocked prone.
Warningshots.
When a creature misses the machine with an attack, the dragon may use its reaction to make a miniature plasma ball attack against the target doing half 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
Built by an ancient civilization far gone, this highly advanced robot was forged for war, the machine was finished but laid dormant without power hanging from the ceiling of a room with three buttons one unlocks a door to freedom, one open a door to riches but two of them turns on the machine. Once activated the machine will Attack any living being that opened the valt of riches or simply turned it on. The machine seemed to be based off lindorm as for it spares a long snake like lower half with two arms located at the chest, a decently long neck attached to a head that more reassembles a crocodile. Claws and jaws are also present. When in combat the mech can shoot balls of crackling energy from a cannon located in the back of the mouth, also in the midst of combat it can change one of its claws with a serrated Hatchet attached at the end of its tail changing places from the tail to arme for up close combat.
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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