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.
Built for Speed. The construct has 4 extra actions per turn. These actions may only be used to dash or take the attack action. Using a counterattack reaction does not count against the construct's total reaction amount.
Fastest Robot in the West. The construct goes first in combat. Initiative then continues as normal.
Impossibly Fast. The construct's impossible speed gives you a +15 bonus to AC.
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.
Wasted Movement. If an enemy makes a melee attack against the construct and misses, the construct may use a reaction to make a melee attacks 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.
Momentum Strike. If you use 120 or more feet of movement to move to a creature, your next melee attack against that creature deals an additional 4d10 piercing damage.
Dash/Disengage: You may both disengage and dash in a single bonus action.
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.
Chainsaw Arms. Melee Weapon Attack: +15 to hit, reach 5 ft., Hit: 5d10 + 9 slashing damage.
Dash/Disengage.
Counterattack. Make a melee attacks when a melee attack misses you.
The construct has 3 legendary actions per round.
Attack (Costs 1 Action). The construct makes a melee attack.
Momentum Attack (Costs 2 actions). The construct moves up to 270 feet and then makes a melee attack.
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 less armor and structural integrity, but makes up for it with impossible speed and reflexes.
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.
Previous Versions
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Coming Soon
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