Medium Humanoid (Any Race), Lawful Evil
Armor Class 17
Hit Points 56 (8d12 + 4)
Speed
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +5
Condition Immunities Charmed, Deafened, Frightened, Paralyzed
Senses Passive Perception 12
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions

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.

Bonus Actions

Can jump with mechanical boots back 15ft without provoking an opportunity attack 

Reactions

Reaction Name. There Mechanical Blade can snap back and does:

Mechanical Blade Backlash: +4 to hit, reach 10 ft. Hit: (1d4 + 2) [Piercing] damage. 

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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.

Habitat: Mountain

RangerLord

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