Medium Humanoid (Human), Lawful Neutral
AC 15 Natural Armor    Initiative +4 (14)
HP 85 (10d10 + 30)
Speed 30 ft.
Mod Save
STR 16 +3 +3
DEX 18 +4 +7
CON 16 +3 +6
Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0
Immunities Poison, Psychic; Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
Gear AK-74M, 3 Hand Grenades, 1 Falshbang, 1 Radio
Senses Blindsight 60ft; Passive Perception 11
Languages Common Russian(If Aplicable) Common, Russian
CR 7 (XP 2,900; PB +3)
Traits

Magic Resistance. The AK-74M has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The AK-74M makes three attacks with its Assault Rifle.

Assault Rifle. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 3) piercing damage. The AK-74M can make ranged attacks with its assault rifle, firing up to 100 feet with a +8 to hit, dealing the same damage.

Suppressive Fire (Recharge 5-6). The AK-74M can unleash a barrage of bullets in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 36 (8d8) piercing damage on a failed save, or half as much damage on a successful one.

 

Bonus Actions

Self-Repair (Recharge 6). The AK-74M can repair itself, regaining 20 hit points

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

The AK-74M is a highly advanced construct resembling a humanoid figure, crafted for combat and efficiency. It is equipped with an assault rifle that can deliver devastating firepower and can withstand significant damage due to its robust design. It operates under the command of its creator, following orders with unwavering loyalty.

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.

Habitat: Any

Planthebot1616

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