Large Humanoid (Human)
Armor Class 18 Arcanotek Plate
Hit Points 84 (8d10)
Speed 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
20 (+5)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws STR +8, CON +8, WIS +5
Skills Athletics +8
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft, Passive Perception 14
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Feel No Fear. The Legionary has advantage on saving throws against being frightened.

Ocular Augmentation. The Legionary has advantage on Wisdom (Perception) checks that rely on sight while wearing their helmet.

Tactical Acumen. Once per turn, the Legionary can deal an extra 7 (2d6) weapon damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the legionary that isn't incapacitated.

Arcanotek Plate. While wearing their armor, the Legionary is immune to inhaled poisons and has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.

Enhanced Biology. The Legionary has advantage on saving throws against poison, nonmagical diseases, and the effects of exposure to extreme heat and extreme cold.

Actions

Multi-attack. The Legionary makes two gladius attacks, two shard pistol attacks, or one gladius attack and one shard pistol attack.

Gladius. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 5) [slashing] damage. 

Shard Pistol. Ranged Weapon Attack: +6 to hit, range 30/120 ft., 1 target. Hit: 13 (3d8) [piercing] damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

JurtleMan

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