ancient tech this construct is immune to all magical damage
hardened armor resistance to all physical damage (half damage)
multiattack can attack up to three times. two energy greataxe, and once head bash by giving up its movemement.
itrinsic weaponry this creature may throw its weapons for its attacks, if it does so the next time it takes an action (with the exception of the first turn it throws it) it may summon the weapon back to its hand
headbash rushes forward with extreme speed. target must make a dex saving throw of 16, or take 15 force damage, and be thrown up to ten feet and knocked prone
energy axe attack. energy axe: +4 to hit, reach 5 ft., 1 target. Hit: (1d12 + 2) slashing and lightning damage. counts as a magical attack for the purpose of magic only damaging.
sheild break: if its opponent is using a sheild it may take a bonus action to break its targets shield. target must make a strength saving throw of 15 or permanently lose 2 to its armor class until they replace the sheild. if its target doesnt have a sheild this creature cannot take this action.
oppurtunity attack when a creatures steps out of its range this creature may take an oppurtunity attack
throw when a creatures fails an attempted attack against it it may throw the creature up to 15 feet away, strenth save 18
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
an ancient automaton tasked with guarding the vaults of the ancient artificers. thes creatures lay in wait compacted into a sphere. whenever a creature walks into there range it unfolds and attacks. created with intensely durable armor that has only hardened over time they are almost skeletal in nature. A bright core can be seen glowing within them.
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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