| 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 |
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.
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
horn: +2 to hit if hits 1d10 slashing damage 30 feet of movement
Reaction Name. Enter the description for your action.
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
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.
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