Construct Resilience. The footsoldier has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.
Disintegration. If the footsoldier dies, its body disintegrates into radiant blue Krymotes, leaving behind anything it has equipped or is carrying that was not part of it's original form.
Multiattack. The footsoldier makes two armblade attacks.
Armblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Secondary Armblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 1) slashing damage.
Nanite Self Repair (Recharge 9-10). The footsoldier quickly repairs itself from damage it has sustained using the Krymotes that it is made up of. The footsoldier regains (1d10 + 3) hit points, and glows dim blue light within 10 feet of itself until the start of it's next turn.
Protection. When an attacker the footsoldier can see makes an attack roll against a creature within 5 feet of the footsoldier, the footsoldier can impose disadvantage on the attack roll.
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