Medium Construct, Lawful Neutral
Armor Class 17 heavy alloy plating
Hit Points 110 (13d8 + 39)
Speed
STR
20 (+5)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws STR +8, CON +6, WIS +3
Damage Vulnerabilities Lightning
Damage Resistances Fire, Force
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened
Gear energy blade, plasma rifle
Senses Darkvision, Passive Perception 15
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Tactical Processing (Recharge 5–6). The Elite can calculate threats and optimize attack strategies. Until the end of its next turn, it gains advantage on all attack rolls and adds +2 to damage rolls.

Self-Repair Matrix. The Elite regains 3d8 HP as a bonus action. Usable 3 times per day.

Advanced Loadout. As a bonus action, the Elite can switch between Assault Mode (dual energy blades, melee focus) and Suppression Mode (heavy plasma rifle, ranged focus).

Guard Maneuvers. When the Artifin Shock Commander is within sight of any Artifin guards, as an action it can command them to attack a target, using the commander's turn. There are three maneuvers: 

  • Slide Tackle: The artifin guards dash up to their movement speed and slide into a target's legs, causing the target to make a DEX or STR Saving Throw, or else be knocked prone
  • Focused Fire: The artifin guards immediately fire their rifle or pistols at the target, depending on which loadout is active
  • Reaction: Testudo Formation: If the ASC is attacked and there are artifin guards within 15 feet, the damage is split between the guards, and the ASC takes no damage

 

Actions

Multiattack.
Makes two melee or ranged attacks depending on its current mode.

Energy Blade (Assault Mode). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 5) radiant damage.

Plasma Rifle (Suppression Mode). Ranged Weapon Attack: +6 to hit, range 90/180 ft., one target.
Hit: 16 (3d6 + 2) force damage.

Bonus Actions

Overdrive Rush (Recharge 6).
The Elite dashes up to 30 ft. and may make one melee weapon attack at the end of the movement.

Reactions

Opportunity 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 Artifin Shock Commander is an elite model of the Artifin guards so often seen around Crow City. Using improved technology to offer more protection to the hardware, the software downloaded into an ASC is one that is adaptable on the battlefield and calculating on patrol. These are capable of instantly interfacing with any nearby Artifin guards to take control of any situation and put down any resistance. These heavy troops are only deployed in hostile areas or when dealing with high priority targets. 

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: Urban

ArturiusDecimus

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