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Unerring Targeting Protocols. Elias has advantage on ranged attack rolls against creatures he has marked with his Arcane Rangefinder within the last minute.
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Silent Obedience. Immune to any effect that would compel him to speak, confess, or betray his commanding officer. Charisma (Persuasion) checks to influence him automatically fail unless the order comes from his bonded commander.
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Constructed Resilience. Immune to poison and disease, doesn’t need air, food, drink, or sleep.
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Multiattack. Two attacks: one with slam and one with runic mortar, or two with slam.
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Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
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Runic Mortar (Recharge 5–6). Ranged Weapon Attack: +4 to hit, range 60/180 ft., one target or point on the ground. Hit: 14 (4d6) force damage in a 10‑ft. radius (Dex save DC 13 halves). Ignores half and three‑quarters cover.
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Target Relay. Marks a creature within 60 ft., granting allies advantage on their first attack against it until the start of Elias’s next turn.
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Intercepting Fire. When an ally within 10 ft. is targeted by a ranged attack, Elias can impose disadvantage on the attack roll.
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Calculated Evasion. When subjected to an effect allowing a Dex save for half damage, Elias can gain advantage on the save. On success, he takes no damage instead.
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 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
From the blackness, a large figure staggers into view. It's movements stiff and halting, as though each step is dragged from the memory of life. Plates of hardened steel cling to withered flesh, the seams etched with dark blue runes that pulse faintly in the gloom. His eyes are dull, yet fixed, and with every jerking turn of his head you feel the weight of something that has been sent back from death, and commanded to march once more.
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.
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