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 Attack! The construct can take a single full turn at any point in initiative if they are hidden.
Built to Hit. The construct gets +5 to hit on ranged attacks.
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 Shot. 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.
Active Camo. The construct can become invisible at will.
Quick on the Draw. This construct can fire through the magazine of a sniper rifle on their attack action.
Sniper Rifle. The sniper rifle has a 4-round magazine, and must be reloaded using an action after firing all shots from the magazine.
Deft Hands. The construct can reload as a bonus action.
Superior Reflexes. You have advantage on saving throws against being grappled, knocked prone, or shoved.
Thermal Vision. The construct can see hidden and invisible creatures.
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.
Sniper Rifle. The construct fires a bullet. +20 to hit, reach 800ft., 1000ft. at disadvantage, Hit: 10d10 + 9 piercing damage
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 stealth capabilities and useful weaponry.
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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