Large Construct (Metallic)
AC 16 Plate    Initiative +2 (12)
HP 90 (5d10)
Speed 30 ft., Fly 40 ft.
Mod Save
STR 16 +3 +3
DEX 14 +2 +2
CON 16 +3 +3
Mod Save
INT 10 +0 +0
WIS 14 +2 +2
CHA 16 +3 +3
Resistances Radiant
Immunities Charmed, Frightened
Senses Darkvision 60 ft; Passive Perception 10
Languages Common knows any language you know
CR 20 (XP 25,000; PB +6)
Traits

Damage Resistances: Radiant
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., passive Perception 10
Languages: Common (military encryption protocol), understands the languages you speak
Challenge:
Proficiency Bonus: equals your bonus

Actions

Multiattack. The assaultron makes a number of attacks equal to half this spell's level (rounded down).

Field Repair (1/Day). The assaultron touches another creature. Internal nanite-repair fluid restores hit points equal to 2d8 + the spell's level.

On summon pick one activation protocol:

Head Laser (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + the spell's level Radiant damage.

Leg Blade (Defender Only). Armor class +2.
Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level Radiant damage, and on impact the assaultron's stabilizer field pulses outward — the assaultron can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.

 

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

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

Armor Class: 11 + the spell's level (armor plating) + 2 (Defender only)
Hit Points: 40 + 10 for each spell level above 5th

You call forth an assaultron. It manifests in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

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.

Nouhhh65

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