Anti-Magic Core. A small anti-magic field is generated from within the construct, granting it immunity to damage and effects from spells and magic items of non-divine origin.
Surprise! Once a day, the construct can take a single full turn at any point in initiative.
Built to be Better. When the construct rolls a d20, treat any roll of 9 or lower as a 10.
Dominate. Once a day, if a creature succeeds on a saving throw, including through Indomitable or Legendary Resistance, you can choose for it to fail instead.
Impossible? Easy. Uncanny Dodge prevents all damage that would have been dealt.
Uncanny Dodge. When an attacker that the construct can see hits it with an attack, it can use its reaction to halve the attack's damage against it.
Uncanny Strikes. If the amount of damage taken by a target from one of the construct's attacks is 50% or less of the damage rolled, then you may double the amount of damage taken by that target. If the amount that would be taken is 0, reroll the damage dice and deal that much damage.
Wasted Movement. If an enemy makes a melee attack against the construct and misses, the construct may use a reaction to make an attack against it immediately after the attack action, making one attack of your own for each attack missed.
Superior Reflexes. You have advantage on saving throws against being grappled, knocked prone, or shoved.
Unpredictable Needles (1 Action). (+15 to hit, reach 60ft., Hit: 1d10 + 9 piercing damage)The construct has an arsenal of launchable needles with varying effects:
- Weakening Needles. These needles temporarily dampen one of the target's skills. Choose a skill on a failed DC 22 CON save. For 1 minute, subtract 5 from saving throws for that skill made by the target. This effect can only be applied once per needle.
- Exploding Needles. These needles explode after inbedding, dealing 4d10 piercing damage.
- Paralyzing Needles. These needles apply paralysis for 1 minute on a failed DC 22 CON save.
- Poison Needles. These needles apply poison.
- Tranquilizing Needles. These needles apply sleep on a failed DC 22 CON save.
- Neurotoxin Needles. These needles apply neurotoxin on a failed DC 22 CON save, giving the target exhaustion.
Upon hitting a target with a needle, roll a d20. If you rolled 1-5, apply the needle's effect once. If you roll 6-10, apply the effect twice. If you roll 11-15, apply the effect three times. If you roll 16-19, apply the effect four times. If you roll a 20, apply the effect 5 times.
Thermal Vision. The construct can see hidden and invisible creatures.
Neurotoxin Formula. On initiative count 20, the construct releases neurotoxin gas. Breathing creatures within 60 feet of it must make a DC 22 constitution saving throw. On a failed save, they gain 1d4 stacks of exhaustion.
Data Collection. When an enemy the construct can see uses a spell, an ability, or a feat, data is collected on said spell, ability or feat and can be learned by the construct. The data is also sent to an archive withing The Factory (Throne World).
Resource Intensive. Due to the elite nature of this construct, it cannot be mass-produced.
Self-Destruct. When the construct reaches 0 hit points, it detonates in a 60-foot radius. Creatures within the radius must make a DC 22 constitution saving throw, being knocked prone and taking 18d10 force damage on a failed save, and half as much on a successful one without being knocked prone.
Unpredictable Needles. The construct fires two needles. +15 to hit, reach 60ft., Hit: 1d10 + 9 piercing damage
Counterattack. Make an attack when a melee attack misses you.
The construct has 1 legendary actions per round
Unpredictable Needles (1 Action). The construct fires a needle. +15 to hit, reach 60ft., Hit: 1d10 + 9 piercing damage
Mythic Action Name. 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
Due to its specialization, this Warforged model has medium armor and structural integrity, in addition to a variety of skills, abilities, and useful neurotoxins.
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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