Immutable Form. The automaton is immune to any spell or effect that would alter its form.
Multiattack. The automaton makes two slam or light plasma blaster attacks.
Superheated Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) bludgeoning damage.
Light Plasma Blaster. Ranged Weapon Attack: +5 to hit, range 40/160 ft., 1 target. Hit: 6 (1d6 + 3) fire damage.
Overcharged Shot (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 80 ft., 1 target. Hit: 17 (4d6 + 3) fire damage. The light emitted by the projectile can be seen from 3 miles if it is launched upward and doesn't hit an obstacle.
Battle Order. The automaton chooses up to six friendly automaton creatures it can see within 30 feet of it, issuing them one of the following order :
- March. If the targets can see and hear the automaton, they can use their reaction to move up to half their movement speed.
- Take Aim. If the targets can see and hear the automaton, each targets can add a d4 to its ranged attack rolls until the end of it's next turn.
- Charge. If the targets can see and hear the automaton, each targets can add a d4 to its melee attack rolls until the end of it's next turn.
Description
A more advanced version of the automaton trooper in term of intellect and combat effectivness, having a lighter handgun and sharp heated blade for hands. They often lead groups of simpler constructs of the same make, providing them with directive commands to greatly improve their combat effectivness by following combat routines, and using their flaregun-type of weapon to call for reinforcements if basic protocols fails.
DCR 1/2 - OCR 4
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