Assassin Gizmos are made in units of 2-10 Gizmos. Gizmo units have the pack tactics feature, and when engaged in melee combat with a target, each Gizmo receives a bonus to its AC equal to the number of Gizmos in its unit that are also within 5 feet of the target.
The Assassin Gizmo is immune to being charmed by non-mechanical means.
The Assassin Gizmo can only be activated by magical incantation by a handler who is within 100 feet and can see it, or is within 50 feet and cannot see it but knows its general direction. The incantation takes only a verbal component, and each unit of Gizmos can only be activated by a specific verbal component designated in its machinery by its creator.
Deactivation Protocols: The Assassin Gizmo has 3 deactivation protocols
Standard Deactivation Protocol:
The Assassin Gizmo contains an off-switch within its chassis. Someone in physical control of the gizmo must make an intelligence (investigation, perception) check of DC12 or higher to reveal the switch, followed by a Dexterity (sleight of hand) or Intelligence (Arcana) check to turn the switch off. If the Assassin Gizmo has been reduced to 0 hit points or otherwise incapacitated, the check is DC10, if the Assassin Gizmo has 1 or more hit points and isn't incapacitated, the check is DC15. Alchemist's or Tinker's tools grant advantage on the check to deactivate.
Unplanned Deactivation Protocol:
When destroyed or otherwise deactivated without following the Standard Deactivation Protocol, within 1 round (6 seconds), the Assassin Gizmo self-destructs in a semi-controlled explosion. Everything within 5 feet of the Assassin Gizmo must make a DC10 dexterity saving throw or take 1d6 force damage.
Mission-Complete Protocol:
Upon completion of its designated task, unless a follow-up task has been designated, an internal hammer mechanism in the Assassin Gizmo breaks a small vial of acid within its chassis, which begins to break down the gizmo's physical form. This self-destruction takes 1d4 rounds, and leaves a purple-green smudge of acid where the gizmo was upon completion. Once engaged, this protocol can be interrupted by a DC15 Intelligence (Arcana, Investigation, Nature) or Wisdom (Medicine) check. Alchemist's or Tinker's tools grant advantage on checks to interrupt the Mission-Complete Protocol.
Action Name. The Assassin Gizmo makes two stab-tool attacks or either one coordinated strike or one assassin dart attack on its turn.
Stab-Tool. Melee Weapon Attack: + 2 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) piercing damage.
Assassin Dart. RangedWeapon Attack: +2 to hit, range 10/30 ft., 1 target. Hit: 3 (1d6) poison damage.
Coordinated Strike. Melee Weapon Attack: +2+x to hit, reach 5 ft., 1 target. Hit: (1d4+xd6). If more than one Assassin Gizmos are engaged in melee combat with the same target, on its turn, the Gizmo can coordinate a series of stab-tool strikes with its unit to try to produce a killshot. Coordinated strikes increase the to-hit bonus by x where x is equal to the number of Gizmos coordinating the strike. On a hit, the coordinated strike increases the damage dealt by the stab-tool by xd6, where x is equal to the number of Gizmos coordinating the strike. After a coordinated strike, all Gizmos involved must recharge, and cannot take an action on their next turn.
Tuck and Roll: As a bonus action, the Assassin Gizmo can tuck its legs into a ball-like figure to roll through or around enemies, avoiding attacks of opportunity. Coming out of tuck and roll does not expend any additional resource, but an Assassin Gizmo who has engaged in melee combat with an enemy in this way can only take one stab-tool attack.
Opportunity Attack
Latch: When the Assassin Gizmo makes a successful opportunity attack on a target leaving its melee range, it can attempt to latch itself to the target. The target must make an opposed dexterity check to prevent the Gizmo from latching on to it. On its turn, the latched target may attempt to unlatch the Assassin Gizmo by making a DC10 Strength Saving Throw. A latched Assassin Gizmo has advantage on all stab-tool attacks until unlatched.
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Description
A small construct of mixed woods and metals that is rugged but effective in assassinating designated targets. It has an oval chassis sitting atop four retractable legs that it scuttles about on. Jagged metallic points jut out of its legs and there is a small hole on the front of the chassis.
These and similar gizmos used for surveillance, espionage, assassination, and burglary are illegal but common enough throughout Sharn, and are very uncommon to spot before they strike and finish their job.
Lair and Lair Actions
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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:
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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:
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If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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10/5/2023 12:58:10 AM
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