**Magic Resistance**: The android deputy has advantage on saving throws against spells and other magical effects.
**Capturing Protocol**: The android deputy has advantage on attack rolls against any creature it has grappled.
**Multiattack**: The android deputy makes two attacks: one with its Stun Baton and one with its Restraint Bolas.
**Stun Baton**: *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (1d10 + 4) bludgeoning damage. The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of the android deputy's next turn.
**Restraint Bolas**: *Ranged Weapon Attack:* +5 to hit, range 20/40 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 15 Strength or Dexterity check (its choice), freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bolas (AC 12) also frees the creature without harming it, ending the effect and destroying the bolas.
**Electrified Net**: *Ranged Weapon Attack:* +5 to hit, range 15/30 ft., one target. *Hit:* The target is restrained and takes 5 (1d10) lightning damage at the start of each of its turns. A creature restrained by the net can use its action to make a DC 15 Strength check, freeing itself on a success. The net requires 10 damage to destroy.
Enter the description for how bonus actions work for your monster here.
**Protective Counter**: When a creature the android deputy can see targets an ally within 5 feet of the deputy with an attack, the deputy can impose disadvantage on the attack roll.
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 deputy operates as part of a patrol unit that usually includes 3-4 other deputies and one Android Enforcer.
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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