| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 16 | +3 | +5 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | −2 | −2 |
Aerial Precision. The D1 has advantage on attack rolls against prone or restrained creatures.
Harmonic Network. While within 20 feet of another D1, each gains a +1 bonus to AC and attack rolls (maximum +3).
Sky Sentinel. Advantage on Wisdom (Perception) checks to detect flying creatures.
Hover Stability. The D1 can hover in place and ignores difficult terrain while airborne.
Talon Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Radiant Bolt. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 5 (1d6 + 2) radiant damage.
Dive and Strike. If the D1 moves at least 20 feet straight toward a creature, it can make one Talon Blade attack as a bonus action.
Description
Forged in the Aether Towers of Mechanus, the Winged Executors serve as fast-moving scouts, messengers, and aerial harassers for Mechanus’ machine legions. While not particularly strong alone, these constructs become a deadly precision swarm in coordinated flocks.
Using their jet-like flight arrays and harmonic network, they can overwhelm a battlefield with lightning speed, striking from above to disrupt spellcasters, flankers, and fleeing enemies.
Many planar veterans say, “If you hear the hum, the gears are already turning.”
Tactics & Swarm Behavior
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Solo: A single Winged Executor scouts, harasses, and retreats if threatened.
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Squad (5–10 units): They swarm targets, gaining +2 to +3 AC and attack bonuses through Harmonic Network.
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Flock (20+ units): Coordinated volleys of radiant bolts and diving strikes can overwhelm even trained units.
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