Medium Monstrosity, Unaligned
AC 13    Initiative +1 (11)
HP 25 (3d8)
Speed 30 ft.
Mod Save
STR 16 +3 +3
DEX 12 +1 +1
CON 16 +3 +3
Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 7 -2 -2
Senses Passive Perception 12
Languages --
CR 5 (XP 1,800; PB +3)
Traits

Initiative: +1

INBUILT RELIGION This creature’s loyalty and devotion are part of its internal workings. As a result it cannot be reasoned with, charmed, intimidated or persuaded. While it understands common, it doesn’t willingly speak, and mind reading will only reveal a few unintelligible phrase:

“Sanctum Lucrum… Fabricatio… Compositum Mentem”

Actions

MULTI ATTACK This creature can attack once with each Saw-Arm a turn.

  • SAW-ARM - The automation swings its long arm in front of itself, attempting to cut in half anything or anyone in front of it. The shining saw blade gleams as it whistles through the air far quicker than you would have thought possible.
    • Attack: +4 reach 5 ft., one target.

    • Hit:  (1d6) Slashing Damage

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

This construct stands 4 foot tall and is roughly humanoid* in appearance. On closer inspection you can see that its metalwork is mismatched, gleamy patches of iron soldered on top of rusty copper and discolored bronze. Through openings between its irregular panels you can see clockwork whirring inside and an unnervingly organic pulsing. Its misshapen head is missing one eye, the other spinning endlessly as if searching for something that you cannot see. At the end of each arm is a gleaming sawblade, already covered with sawdust and blood.

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.

JeanieInABottle24

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