**Anti-Magic Field**: The android enforcer can generate a 20-foot radius sphere of anti-magic centered on itself. This effect works like the *anti-magic field* spell but is inherent to the android and does not require concentration. The anti-magic field lasts for up to 5 minutes and can be used once per day.
**Magic Resistance**: The android enforcer has advantage on saving throws against spells and other magical effects.
**Capturing Protocol**: The android enforcer has advantage on attack rolls against any creature it has grappled.
**Multiattack**: The android enforcer makes two attacks: one with its Stunning Baton and one with its Restraint Bolas.
**Stunning Baton**: *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 14 (2d6 + 5) bludgeoning damage. The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of the android enforcer's next turn.
**Restraint Bolas**: *Ranged Weapon Attack:* +6 to hit, range 30/60 ft., one target. *Hit:* The target is restrained by the bolas. A creature restrained by the bolas can use its action to make a DC 16 Strength or Dexterity check (its choice), freeing itself or another creature within its reach on a success. Dealing 10 slashing damage to the bolas (AC 13) also frees the creature without harming it, ending the effect and destroying the bolas.
**Energy Net**: *Ranged Weapon Attack:* +6 to hit, range 15/30 ft., one target. *Hit:* The target is restrained. A creature restrained by the energy net can use its action to make a DC 16 Strength check, freeing itself on a success. The energy net has resistance to all damage types and requires 15 damage to destroy.
Enter the description for how bonus actions work for your monster here.
**Counterspell**: When a creature the android enforcer can see within 60 feet of it casts a spell, the android enforcer can use its reaction to attempt to interrupt the spell. If the spell is of 4th level or lower, it is automatically interrupted. If it is 5th level or higher, the android enforcer must make an Intelligence check with a DC equal to 10 + the spell's level. On a success, the spell is interrupted and has no effect.
The android enforcer can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The android enforcer regains spent legendary actions at the start of its turn.
**Move**: The android enforcer moves up to its speed without provoking opportunity attacks.
**Stunning Strike**: The android enforcer makes one Stunning Baton attack.
**Scan**: The android enforcer makes a Wisdom (Perception) check.
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 Android Enforcer is the law enforcement construct used by the Council of Elders to police the streets of New Orleans and stifle any magic in the city. Android enforcers work in units consisting of 1 enforcer and 4-5 deputies.
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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