Adamantine Plating: Any critical hit that would hit BoltBeard is instead a normal hit
Supercharge: If BoltBeard is hit by any lightning damage, not only is the damage reduced to 0, his next attack is also granted advantage and an additional d12 of damage along with being able to immediately take an attack action.
10 Finger Modules: While appearing as spells, BoltBeard's 'Modules' are instead mechanical programs carried out to replicate a spell, as a result, any attempts to counterspell these must be made at disadvantage. If BoltBeard uses one hand (example, the right) for a module, he can then use the opposite hand as a bonus action.
For his spell casting, BoltBeard's DC is 19.
RIght hand:
Thumb - Chaos Module: Boltbeard can cast Chaos Bolt at 2nd level twice per day
Index - Determination Module: BoltBeard can direct his attention toward one enemy, locking on, his next attacking gains advantage and an extra damage die. Additionally his weapon crits on an 18 or higher. This can be used once per day.
MIddle - Incineration Module: BoltBeard can cast Incendiary Cloud at 8th level once per day.
Ring - Warning Module: BoltBeard can use either an action or bonus action to draw out a new flag from within his containment (similar to a tshirt cannon)
Pinky - Disintegration Module: BoltBeard can cast Disintegrate at 7th level once per day
Left hand
Thumb - Command Module: BoltBeard can cast Command At 6th level once per day.
Index - Denial Module: BoltBeard can cast Counterspell with a modifier of +6 at 5th level up to two times a day.
Middle - Acceleration Module: BoltBeard can grant himself another action similar to an action surge for one turn once per day.
Ring - Laceration Module: BoltBeard's next attack hits a critical on a role of 18 or above, causing an extra damage dice and prompting a CON save to cause bleeding on the next strike (1d12 every round)
Pinky - Transportation Module: BoltBeard can cast Misty Step up to three times a day.
Summon Sentinel: BoltBeard can summon up to two more shells to act on the same initiative, these shells mirror BoltBeard's stats and abilities. 50% of his health
Warrior's Finesse: BoltBeard can make up to three attacks with Squelcher or his Wrist RIfle, afterwards he is able to move without taking oppurtunity attacks.
Squelcher: Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 21 (2d12 + 10) [Slashing] damage + 1d10 [Force] Damage.
Wrist Rifle. RangedWeapon Attack: +10 to hit, range 60/120 ft., 1 target. Hit: 17 (2d10 + 5) [Force] damage.
Call for Artillery (Recharge 6): All creatures within a 30ft radius must make a DC 19 DEX save or take 8d10 Bludgeoning damage and 8d10 thunder damage, half as much on a successful save.
Flag of Restraining: Hitting one target, BoltBeard is able to launch his flag onto the target no larger than medium, prompting a DC 16 STR save. Upon a failure, the target is restrained and blinded until they succeed the save at the end of each turn, an ally may use an action to cut them out of the flag.
Abandon Shell: Upon being taken to 0 hit points, every creature in a 30ft radius must succeed on a DC 20 DEX save or take 10d12 thunder damage and 10d12 fire damage, taking a gaping wound/bleed should they fail. Upon a success the damage is halved and the gaping wounds do not occur.
Denial Module: BoltBeard can cast Counterspell with a modifier of +6 at 5th level up to two times a day.
Parrying Flag: BoltBeard can add a +4 to his AC until the start of his next turn by whipping the flag around him, potentially blocking the enemy's attacks. Every attack that misses as a result of this pierces or slashes the flag, reducing the AC bonus by 1.
BoltBeard is an admiral, he cares not for order, only his programming. Destroy by any means.
Squelcher (Costs 1 Action). BoltBeard can take an attack with Squelcher and take up to half his movement speed without provoking opportunity attacks.
Module - Engage (Costs 1 Action) BoltBeard can use any one of his modules without the second.
Auxiliary Boost (Costs 1 Action) BoltBeard can move up to his movement without provoking opportunity attacks, if he moves toward the person that most recently hit him, his movement is increased by 20ft.
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
BoltBeard is the ferocious Captain of the Clockwork and overseer of El Bastadore, his valiance and skill is truly unmatched in battle. His goal as the only Warforged Sentinel is to return his Queen to her former glory, sharing his ranks with the strongest dragons in all of Furia.
Though his shell may dissipate, his true body remains to be found and the location of which is only known by himself, Tiamat and his First Mate. If his shell is destroyed, his consciousness will be able to be sent back out in 1d10 days.
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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