Pack Tactics. The automaton has an advantage on an attack roll against a creature if at least one of the automaton's allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition.
Immutable Form. The automaton is immune to any spell or effect that would alter its form.
Magic Resistance. The automaton has an advantage on saving throws against spells and other magical effects.
Magic Weapons. The automaton's weapon attacks are magical.
Multiattack. The automaton makes three Armblade or Bolt Launcher attacks.
Armblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Bolt Launcher. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Dash. The scout moves up to its speed without provoking opportunity attacks.
Description
Forged in the depths of Veradon’s imperial foundries, these towering constructs are powered not by gears and steam, but by trapped mortal souls. Their eyes burn with faint azure light — the last echoes of consciousness screaming from within. They obey only the mental command of Lord Azerius, who can control entire legions with a single thought.
When inactive, Soulforged Automatons stand motionless, indistinguishable from statues. When awakened, they move with unnerving precision — silent, relentless, and utterly devoid of mercy.
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