| 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 |
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.
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.
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.
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.
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 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.
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