Medium Construct, Chaotic Evil
AC 16 natural armor    Initiative +3 (13)
HP 75 (6d6 + 2)
Speed 35 ft., Fly 30 ft.
Mod Save
STR 16 +3 +7
DEX 15 +2 +6
CON 15 +2 +6
Mod Save
INT 9 −1 +3
WIS 9 −1 +3
CHA 7 −2 +2
Skills Persuasion +0, Stealth +0
Immunities Psychic; Charmed, Incapacitated, Petrified, Unconscious
Gear bow spear short sword
Senses Darkvision; Passive Perception 13
Languages Common common
CR 5 (XP 1,800; PB +3)
Traits

Fuse: Construct fuses a object  to its melee weapon that is within 30 feet of the construct, any object within a size of reason will be attached to one of the construct weapon. the attached item determines the property bestowed, for example a rock might change the weapon damage type to bludgeoning while a flame emitter might give the construct fire bolt.

Actions

bow, +3 to hit, on hit, 1d10 + 5 piercing damage, 80 feet                                                                        sword+4 to hit, on hit 2 d10 + 5 slashing damage, note weapon might change with fused item, 5 feet                                                                                                                                    spear+3 to hit, range 15 feet2d6+5 piercing damage                                                                     

Bonus Actions

horn: +2 to hit if hits 1d10 slashing damage                                                                                     30 feet of movement

Reactions

Reaction Name. Enter the description for your action.

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

a orange robot that has three circles beneath it an a cube chest and a deadly looking horn.

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.

Habitat: Any

Artifact_Crafter_4546B151

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