Spinning Servos. The Artifin Guard can overcharge the servos in its arms, allowing it to make three Sword attacks in one turn. This ability can not be used again until the Artifin Guard goes through a scheduled shutdown.
Livewire. The Artifin Guard can use backup supplies to make lightning-fast repairs in combat. Can use a bonus action to gain 3d4 of HP back.
Loadout B. The Artifin Guard can switch its loadout in the middle of combat using a bonus action.
Sword. The Artifin Guard attacks with its sword: +3 to hit, reach 5 ft., 1 target. Hit: 9 (1d8+1) slashing damage
Tracer Pistol. The Artifin Guard attacks with its sidearm: +3 to hit, range 50/100 ft., 1 target. Hit: 12 (1d6) [piercing] damage. (1d6) [fire] damage.
Artifin Guard can use the Livewire ability as a bonus action.
Loadout B: Artifin Guard can use a bonus action to switch its loadout to either the Sword or Tracer Pistol
Thermal Scan. The Artifin Guard can use its thermal receptors to see in darkness (not magical darkness) and to see invisible targets. By using an action, gains +5 to any Perception check.
Opportunity Attack .
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
The Artifin Guard is the security force of Crow City. Manufactured by ROSHARCO, these artificially intelligent programmed androids can be seen patrolling the streets and even in some cases guarding prominent public figures or places. A robot the size of a tall humanoid, its metal chassis is extremely strong and can take large amounts of punishment. These are often seen armed with Tracer Rifles or Pistols and a sword as a last resort.
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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