Constructed Resilience. The guardian doesn’t need to eat, drink, breathe, or sleep.
Mechanical Precision. Advantage on saving throws against being blinded, deafened, or stunned.
Containment Protocol. When the guardian drops to 0 HP, it releases a burst of static energy. Each creature within 5 feet must succeed on a DC 11 Dexterity saving throw or take 1d6 lightning damage.
Clockwork Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) bludgeoning damage.
Stasis Net (Recharge 5–6). The guardian launches a glowing wire-net at a creature within 15 ft. Target must succeed on a DC 11 Strength saving throw or be Restrained until the end of its next turn.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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
Enter a general description for your monster here.
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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