Small Construct, Neutral Evil
AC 19    Initiative +2 (12)
HP 82 (10d10 + 27)
Speed 30 ft.
Mod Save
STR 17 +3 +6
DEX 12 +1 +1
CON 20 +5 +8
Mod Save
INT 17 +3 +3
WIS 13 +1 +1
CHA 8 −1 −1
Immunities Poison, Radiant; Deafened, Frightened, Petrified, Poisoned
Senses Blindsight 60 ft.; Passive Perception 6
Languages Common, Telepathy 90 ft.
CR 6 (XP 2,300; PB +3)
Traits

Stored Energy. The amarax warrior is immune to Radiant damage. If the amarax warrior is hit with an attack that deals Fire, Lightning, or Radiant damage, it becomes Charged. For ten minutes, the amarax warrior lets off Dim Light in a 10-foot radius. If the amarax warrior is dealt Bludgeoning, Piercing, Slashing, or Force damage while Charged, each creature within 30 ft. must succeed a DC 18 DEX saving throw or take 3d8 Piercing damage and 3d8 Radiant damage, taking half damage on a successful save. After this, the amarax warrior is no longer Charged.

Actions

Multiattack. The amarax warrior makes four attacks, using its Crystal Blade and Plas-Blaster in any combination.

Crystal Blade. Melee Attack Roll: +8, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage.

Plas-Blaster. Ranged Weapon Attack: +8, range 50/200 ft. Hit: 16 (2d10+5) Acid damage.

Habitat: Urban

Radiant09

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