damage adaptatabillity device (D.A.D}. the beginning of the A.C.T´s graduato turn you may change your damage resistance as a free move
Spellcasting. The A.C.T graduato is a 5-level spellcaster. Its spellcasting ability is intelligence (spell save DC 18 +5 to hit with spell attacks). The A.C.T graduato has following spells prepared:
Cantrips (at will): bullet barrage, conjuer cover
beretta ARX160. Ranged Weapon Attack: +6 to hit, . 2d8 piercing damage.
Ammunition (range 80/240), burst fire, reload (30 shots), two-handed
TASERS!!!. roll a DC 18 CON saving throw on a fail take 1D1 of lighning damage and paralyzes status effect
D.A.D overcharge. roll a DC 17 DEX saving throw, on a fall roll 3D6 of D.A.D´s current damage resistance, A.C.T graduato must make 2D6 of D.A.D´s current damage resistance
D.A.D self distract. when are at 10 hit points, A.C.T graduato can run at the closest target for 10 ft. if a target is with in 5ft of A.C.T graduato they must take 4D6 of D.A.D´s current damage resistance, A.C.T graduato will take 10D20 of D.A.D´s current damage resistance
Description
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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