| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 16 | +3 | +3 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 12 | +1 | +1 |
| CHA | 6 | −2 | −2 |
Jet Stabilizers. The automaton does not provoke opportunity attacks when it flies out of an enemy’s reach.
Triad Combat Protocol. While at least one other City Automaton is within 10 feet of it, the automaton gains a +1 bonus to attack rolls and AC.
If two allied City Automatons are within 10 feet, this bonus increases to +2.
These bonuses end immediately if it has no allied automatons within 10 feet.
Multiattack. The City Automaton makes two attacks with its equipped weapon system.
Weapon Variants (Choose one per automaton)
Arc Blade (Melee Unit)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Hit: 7 (1d8 + 3) slashing damage plus 3 (1d6) lightning damage.
Repeater Cannon (Ranged Unit)
Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target
Hit: 6 (1d6 + 3) piercing damage.
If the attack hits, the next City Automaton to attack that target before the start of this automaton’s next turn has advantage.
Mash Hammer (Interceptor Unit)
Melee Weapon Attack: +5 to hit, reach 10 ft., one target
Hit: 8 (1d10 + 3) bludgeoning damage.
If the attack hits, the target must make a CON 13 Saving Throw, or be knocked prone.
Vector Burst (Recharge 4–6).
The automaton activates its jet wings and moves up to half its flying speed without provoking opportunity attacks.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
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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