Instant Retaliation. Upon being hit with a melee attack, CAM can attack the target and deal extra damage equal to the amount of slashing, bludgeoning, and piercing damage taken. (MAXED OUT AT 10)
Inflict AntiRegeneration. Upon CAM hitting a melee attack, the target must make a DC 14 Con save. If they fail, they can not be healed until the start of CAM's next turn.
Fire Britle. If this creature takes more than 15 fire damage in one turn, they gain 1 hardening state. For each hardening state they have, they take an extra 2 damage on melee hits, AC is lowered by 2, and movement speed is -10.
- Stages of hardening 1. They lose the latch reaction 2. They lose the Instant Retaliation 3. They lose their resistance to Force, Bludgeoning, Piercing, and Slashing 4. They are permanently restrained.
Electrifying melt. If this creature is hit with more then 25 lightning damage in one turn it melts and destroys its chemical structure dealing 6d10 damage to CAM and lowering movement speed by 10.
Cold Cracks. If CAM is hit by more then 15 cold damage in one turn they freeze as the moisture freezes in a area a crack forms dealing 1d12 damage to CAM. And Roll a d20 if below 11 CAM loses one of its limbs.
Dispelling resistance. If a CAM is affected by dispel magic, it can choose to instead take 20 damage.
Unarmed Strike starter. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 20 (3d10 + 5) [Bludgeoning damage] damage. Upon being hit with this attack, the next attack against this target has advantage.
Unarmed Strike Extender. Melee weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 20 (3d10 + 5) [Bludgeoning damage] damage. Upon being hit with this attack, the target is sent 15 feet into the air.
Unarmed Strike Finisher. When an enemy is mid-air within a 20-foot radius of CAM, he can jump up and strike them mid-air, slamming them into the ground within a 20-foot radius off the hit, dealing 25 (3d12 + 6) [Bludgeoning damage]. When they are slammed into the ground if they hit an object, floor, or another creature, they take 2d6 bludgeoning damage. And they are knocked prone.
Unarmed Break. They charge up a punch and auto-end their turn if they take more than 20 damage in one turn; it's interrupted. However, at the start of their next turn, if it's not interrupted, they attack a target with range 5 ft +18 to hit and deal 5d10 + 10 bludgeoning damage and permanently break their armor, causing it to shatter, or if they have a shield, permanently destroy your shield. It will not be broken if it is a rare or a higher rarity magical item.
Latch. When someone attempts to exit a 5-foot range of a CAM, they can, as a reaction, roll a strength save with the target's strength as the DC. If they succeed, they pull the target back towards them and grapple them until the start of the CAM's turn.
Description
A summoner's perfect counter for a martial party, they launch in packs of 3 but can do 1 if need be.
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