Large Construct, Lawful Evil
Armor Class 23 Magic Plate
Hit Points 379 (20d12 + 86)
Speed 50 ft., Fly 20 ft.
STR
26 (+8)
DEX
16 (+3)
CON
24 (+7)
INT
18 (+4)
WIS
13 (+1)
CHA
20 (+5)
Saving Throws STR +14
Skills Athletics +13, Perception +13
Damage Vulnerabilities Lightning
Damage Resistances Cold, Piercing
Damage Immunities Poison, Psychic
Condition Immunities Deafened, Poisoned, Stunned
Senses Unknown Sesnes body heat up to 60 ft away., Passive Perception 20
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

 Special Features. 

 Adaptive Algorithm.  Programmed with the ability to learn fighting styles as the fight wears on, upon receiving 20+ points of damage in one attack, unlocks Analytical Dodge. (See Reactions) Upon receiving 20+ damage twice, unlocks Perfect Analytical Dodge.

 Spellcasting.  1st level (4 slots): [Shield], [Magic Missile] 

Actions

Multi-attack. The Automaton attacks twice with its fists, or once with the rope dart and once with his fist.

Punishing Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: # (3d10 + 13) [bludgeoning] damage. 

Rope Dart. Ranged Weapon Attack: +9 to hit, range 60/80 ft., 1 target. Hit: # (2d6 + 9) [Piercing] damage. Target makes a Str save or be pulled to the Automaton. 

Searing Gaze. Ranged Weapon Attack: Target makes a Dex Save DC 20 or takes (9d10 + 9) [Fire] Damage. In imitation of Teh'Ranian's ability to use the magic in their eyes to fire focused beams of magic at their foes, the Automaton has a large capacitor capable of multiple shots.

Bonus Actions

Eldritch Blast -  The Automaton issues a charged Eldritch Blast from an amplifying crystal in its palm.  +9 to hit, reach 120 ft., 1 target. (2d10 + 9) [Force] damage. Pushes target 30 ft away. Recharges after 2 rounds.

Reactions

Counter Strike. Make a Punishing Strike on a target that missed an attack.

Analytical Dodge. Reduces incoming damage by half.

Perfect Analytical Dodge. Takes no damage. Opposing parties roll a D4. Upon matching numbers (ex. 4 and a 4) All damage is done to the attacker instead. 

 

Legendary Actions

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 Actions

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

During the Golden Age of Teh'Ran, the magical and technological prowess of the Teh'Ranians grew at an exponential rate. To help with the defense of her cities, These towering automatons were created as a symbol of justice and security. During the Sundering, Automatons were responsible for hunting down and trapping a few of the lesser deities of the Pantheon, punishing them with their hardened fists. They have since been corrupted much like the land they used to protect, and now punish anyone and anything that crosses their borders.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
4/13/2024 1:10:17 AM
10
1
1
Coming Soon
10/31/2026 3:58:22 PM
35
1
1.5
Coming Soon
Xtroduce

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