Medium Construct, Unaligned
AC 20 Adaptive Plate    Initiative +3 (13)
HP 189 (22d8 + 90)
Speed 50 ft.
Mod Save
STR 22 +6 +10
DEX 16 +3 +3
CON 20 +5 +9
Mod Save
INT 8 −1 −1
WIS 14 +2 +2
CHA 7 −2 −2
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft; Passive Perception 16
Languages Common Understands the languages of its creator but can't speak
CR 10 (XP 5,900; PB +4)
Traits

Construct Nature

The automaton doesn't require air, food, drink, or sleep.

Neural Link

While Sandrone is within 60 feet of the automaton and isn't Incapacitated, the automaton has Advantage on saving throws, can take Reactions, and can benefit from Sandrone's Command Protocols.

Adaptive Armor

Whenever the automaton takes damage, reduce that damage by 3. After the damage is resolved, increase this reduction by 3, to a maximum reduction of 15.

Integrated Arsenal

The automaton can switch between its integrated melee and ranged weapons without expending an action.

Actions

Multiattack

The automaton makes three attacks, using Adaptive Blade or Arc Cannon in any combination.

Adaptive Blade

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) slashing damage.

Arc Cannon

Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 19 (3d8 + 6) force damage.

Tactical Advance (Recharge 5–6)
The automaton moves up to half its Speed without provoking Opportunity Attacks. At the end of this movement, it makes two weapon attacks in any combination.

Bonus Actions

Combat Reposition

The automaton moves up to half its Speed without provoking Opportunity Attacks.

Lock-On

The automaton designates one creature it can see within 120 feet. Until the start of its next turn, the first weapon attack it makes against that creature has Advantage.

Reactions

Intercept

When a creature the automaton can see within 30 feet of it is targeted by an attack, the automaton moves up to half its Speed to an unoccupied space within 5 feet of that creature and becomes the target of the triggering attack.

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

Enter a general description for your monster here.

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.

Monster Tags: constructcontroller

SevillaLux

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