| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 15 | +2 | +2 |
| CON | 20 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 15 | +2 | +8 |
| CHA | 12 | +1 | +7 |
Chilly Range. Every target in a 20ft. radius of the Mech will need to make a DC 15 CON Save. If the target fails, they will take 1d4 ice damage and will lose their constitution and one action.
Spellcasting. The Mech is a 6-level spellcaster. Its spellcasting ability is WIS (spell save DC 16 to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): Shape Water, Frostbite (2d6)
2nd level (5 slots): Fog Cloud (40ft)
3rd level (4 slots): Wall of Water
4th level (3 slots): Ice Storm (+1d6)
Multi attack. The Mech can attack twice in one round.
Spin Attack. The Mech can Melee Weapon Attack: +3 to hit, reach 250 ft., one target. Hit: 8 (2d8 + 4) piercing damage.
Stomp. The Mech can Melee Weapon Attack: +5 to hit, reach 300 ft., one target. Hit: 8 (2d8 + 4) bludgeoning damage.
Water Laser. Ranged Weapon Attack: +6 to hit, range 5/300 ft., # target. Hit: 7 (3d4 + 3) piercing damage.
Regenerate. The Mech can revive 2d4 HP every round.
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