Energy Shield: AC 25, 100 HP (regenerates 20 HP per turn), can absorb up to 50 damage from a single attack,
Advanced Targeting: +2 bonus to hit with ranged attacks,
Overdrive Mode: +1 turn, +2 bonus to speed and damage output (1/3 turns),
Tactical AI: +2 bonus to initiative, can take an additional action on its turn (1/turn)
- *Primary Plasma Cannon (1/turn):* +15 to hit, 8d12 + 10 force damage (120 ft range)
Missile Barrage (1/turn): +10 to hit, 6d10 + 5 piercing damage (10 missiles, 60 ft range),
EMP Blast (1/3 turns): DC 18 Dex save, 4d12 force damage + disrupts electronics (30 ft radius),
Stomp (1/turn): +15 to hit, 6d10 + 10 bludgeoning damage (10 ft radius),
Spear Strike (1/turn): +15 to hit, 7d10 + 10 piercing damage (30 ft reach),
Shield Bash (1/turn): +15 to hit, 5d12 + 10 bludgeoning damage (10 ft radius, can knock prone)
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Regenerative Shielding: Regenerates 50 HP per turn,
Defensive Mode: +2 AC, disadvantage on melee attacks (1/turn)
"Singularity Protocol"*
Trigger: ARK-2's HP falls to 0 or detects imminent destruction from the Night Stalker's Orb of Annihilation,
Effect: ARK-2 initiates a catastrophic fusion reaction, sacrificing itself to create a miniature singularity that pulls in the Night Stalker and/or its Orb,
Saving Throw: DC 25 Strength save for Night Stalker (advantage if >50 ft away),
Consequences:
ARK-2 is destroyed,
Singularity damage:
-Night Stalker/Orb:* 10d20 force damage (no save)
Other targets: 5d20 force damage (DC 20 Dex save for half),
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
Type: Colossal mecha ( Federation's response to Night Stalker threats),
Size: Gargantuan (30m tall, 100 ft)
*Vulnerabilities:*
- *Critical Hit:* 25% chance when you are hit it disables a random system (roll 1d6: 1-2 = propulsion, 3-4 = weapons, 5-6 = sensors)
- *EMP Susceptibility:* takes +6d10 damage from EMP attacks
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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