Constructed Resilience. The automaton is immune to any spell or effect that would alter its form. Additionally, the automaton is immune to disease and magic can’t put it to sleep.
Electrical machine. The automaton is immune to lightning damage. Instead whenever the automaton takes lightning damage it gains a charge.
Vulnerability. The Automaton has several weak points which incapacitate it when sufficiently damaged by an AC 20 attack role. These vulnerabilities do not have resistance to piercing slashing or bludgeoning damage.
- Back Vent: All damage done to the Black Vent counts double. *Creatures must be behind the Automaton in order to attack the back vent.
- Eye Crystal: If the eye crystal falls below 25 hp, the Automaton is blinded. * The crystal is vulnerable to bludgeoning attacks *The eye crystal is in the Automaton's head, and is therefore 15 ft above the ground.
- Right Arm, Elbow: If the right arm falls below 20 hp, the Automaton can no longer use Great Axe
- Left Arm, Elbow:: If the right arm falls below 20 hp, the Automaton can no longer use Crossbow
- Right Leg, Hip: If the right leg falls below 20 hp, the Automaton's speed decreases by 10ft
- Left Leg, Hip: if the left leg falls below 20 hp, the Automaton's speed decreases by 10ft
Multiattack. The automaton Leader makes an attack with each arm, either a weapon attack or a slam attack.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) [Bludgeoning] damage.
Right Arm, Great Axe. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 13 (2d8 + 4) [Slashing] damage. When charged the Automaton Leader deals 9 (2d8) [Lightning] damage (cost 1 charge).
Left Arm, Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., 1 target. Hit: 11 (2d6 + 4) Piercing damage. When charged the Automaton Leader deals 9 (2d8) [Lightning] damage (cost 1 charge)
Discharge (Cost 3 Charges). A rupture of electricity explodes in a 10ft radius. All creatures in the radius must make a DC16 dexterity saving throw or take 36(8d8) Lightning damage on a failed save or half as much on a successful one. If the creature is wearing metal they make the check at disadvantage.
Rebuild. The Automaton leader breaks down an Automatob and uses its parts to heal himself. It regains hittpoints equal to half the automatons current hitpoints. (full healt =16HP; Half healt = 8HP...)
EMP(Cost all Charges, minimum 2). When an attack would reduce the automaton leaders Hitpoints to 0 it can use its reaction to releases an Electromagnetic Pulse(EMP) instead. The EMP deatonates al Automaton in a 30ft radius. The Automaton Leader consumes all the electricity from the explosion healing it for 12(2d6+5) Hitpoints for every automaton detonated this way. (example: if 3 automaton where detonated and average was used the Automaton leader would have 36HP after the use of its EMP.
The Automaton leadercan use 2 legendary actions,choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Automaton leader regains spent legendary actions at the start of its turn.
Great Axe (Cost 1 action). Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 13 (2d8 + 4) [Slashing] damage.
Crossbow (Cost 1 action). Ranged Weapon Attack: +7 to hit, range 80/320 ft., 1 target. Hit: 11 (2d6 + 4) Piercing damage.
Description
The Automaton leader is the manager of the whole place, it gives the tasks to his automaton minions and makes sure everything runs smooth. He even controls the central generator powering the little Automaton just enough for functioning but not to mush as where they are becomming dangerous. (might to balance things further out)
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), the [Automaton leader] takes a lair action to cause one of the following effects; the [Automaton leader] can’t use the same effect two rounds in a row:
- Generator overdrive: the automaton leader activates a central generator charging all the automatons in the room with 1d6 charges
- Power surge: a sudden increase in voltage stikes in the room, all players must make a DC16 constitution saving throw or be paralysed until the end of there turn
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