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]
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.
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.
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.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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 |
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4/13/2024 1:10:17 AM
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10
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1
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1
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Coming Soon
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10/31/2026 3:58:22 PM
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35
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1
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1.5
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Coming Soon
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