Brass Suit (Mechanical Enhancement). The Steam Knight is encased in a large brass exoskeleton, which grants it increased strength and protection. While inside the suit, the knight gains the following benefits:
- Immune to fire and poison damage.
- Resistance to non-magical bludgeoning, piercing, and slashing damage.
- Vulnerability to lightning damage.
Short-Range Steam Burst (Recharge 4-6). As a bonus action, the Steam Knight can release a concentrated burst of steam to launch itself up to 30 feet in any direction. This ability can be used once per turn, and it does not provoke opportunity attacks. After using this ability, the Steam Knight cannot use it again until it recharges.
Grappling Hook. As a bonus action, the Steam Knight can fire a grappling hook attached to its left arm at a target within 60 feet. The target must succeed on a DC 16 Strength saving throw or be pulled up to 30 feet toward the knight and be restrained until it escapes (DC 16 to escape). The knight can only have one target grappled at a time.
Overload (Recharges after a Short or Long Rest). Once per day, the Steam Knight can overcharge its steam engine, causing it to deal an additional 10 (3d6) fire damage with melee attacks and gain an additional 20 feet of movement for 1 minute.
Improved Athletics. You have advantage on ability checks and saving throws involving dragging, lifting or pushing objects.
Multiattack. The Steam Knight makes two attacks: one with its Chainsaw Sword and one with its Musket Cannon.
Chainsaw Sword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 18 (3d6 + 5) slashing damage. On a critical hit, the target takes an additional 10 (3d6) slashing damage.
Musket Cannon. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target.
Hit: 22 (4d8 + 4) piercing damage. Creatures within 5 feet of the target must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) fire damage from the explosive impact.
Steam Vent (Recharge 5-6). The Steam Knight releases a burst of scalding steam in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one.
Counter-Grapple. When a creature within 30 feet of the Steam Knight moves more than 5 feet away, it can use its reaction to fire its grappling hook. The target must make a DC 16 Dexterity saving throw or be pulled 10 feet toward the knight and restrained for 1 round.
The Steam Knight can take 1 legendary action at the end of another creature’s turn, using the option below:
Steam Burst. The Steam Knight releases a quick burst of steam, moving 10 feet without provoking opportunity attacks.
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
This intricate brass exoskeleton is a large, steam-powered suit of armor designed for powerful warriors. Originally built by master engineers to enhance the abilities of the Steam Knights, this suit fuses complex mechanical components with a coal-burning steam engine. The suit hisses with steam, its brass plates engraved with intricate designs of gears and pistons. When attuned, the wearer feels an incredible surge of power coursing through them, allowing them to wield the abilities of the Steam Knights themselves.
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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