Medium Construct, Any Alignment
Armor Class 5 steel
Hit Points 10 (4d4)
Speed
STR
8 (-1)
DEX
5 (-3)
CON
13 (+1)
INT
2 (-4)
WIS
1 (-5)
CHA
4 (-3)
Gear 25 bolts
Senses Passive Perception 1
Languages it cant talk but understands common languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

false appearance: when still and not attacking, the animated amp's looks are the exact same as a large speaker.

Actions

bolt: the amp shoots a black bolt for 2d8 force damage, and the bolt explodes on contact for 1d4 damage in a 10-foot sphere.

Bonus Actions

bolt: the amp makes one bolt attack.

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 animated amp is a large speaker that shoots black bolts. the amp makes a good turret, and all it asks in return is magic energy. using a projectile-to-gun machine, you can get an amp crossbow, and killing one lets you have the ammo that it had, which works on most guns.

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.

blanball

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