Action Melee Attack. Mechanical Blade: +4 to hit, reach 10 ft. Hit: (3d6 + 4) [Slashing] damage.
Action Ranged Attack. Mechanical Boomerang: +4 to hit, range 10/100 ft. Hit: (2d8 + 2) [Slashing] damage.
Can jump with mechanical boots back 15ft without provoking an opportunity attack
Reaction Name. There Mechanical Blade can snap back and does:
Mechanical Blade Backlash: +4 to hit, reach 10 ft. Hit: (1d4 + 2) [Piercing] 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
Patrol Close to there Tower and if called chase down intruders
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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