Charge. Charge towards an adventurer, and slam them into the ground or a nearby wall, incapacitating them for a turn.
Strike. Melee Weapon Attack: +1 to hit, reach 4 ft., 1 target. Hit: 12 (2d8) slashing damage.
Shield bash. Melee Weapon Attack: +2 to hit, range 2 ft., 1 target. Hit: 6 (1d8 + 2) bludgeoning damage.
Kamikaze. When the Clockwork Knights hit points drop to 0 it charges at the adventurer with the lowest health and explodes dealing 1d4 slashing damage and 1d8 explosion damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
large analogue soldiers, the knights range from 6 to 8 feet tall and wield swords and shields used to defend its kind.
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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Posted May 13, 2022This is literally perfect for a standard swarm enemy for a campaign I'm writing. I'll be sure to give full credit and show this to the players. Thank you so much!