Large Construct, Unaligned
Armor Class 18 Natural
Hit Points 64 (8d8)
Speed 30 ft., Walk 50 ft., Swim 25 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
8 (-1)
CHA
5 (-3)
Skills Acrobatics +0
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Blindsight, Darkvision, Tremorsense, Passive Perception 16
Languages All The computer in the automaton's brain allows it to understand any documented language, although it cannot respond verbally.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Multi Attack. This monster can attack twice in one round.

Actions

Single Claw Attack. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 10 (2d8 + 4) slashing damage. 

Double Claw Attack. Melee Weapon Attack: +6 to hit, reach 10 ft., 2 targets. Hit:  18 (4d8 + 4) slashing damage. 

Bite Attack. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit:  24 (4d10 + 6) piercing damage. 

Pounce Attack. Ranged Weapon Attack: +4 to hit, reach 30 ft., 1 target. Hit:  34 (6d10 + 6) bludgeoning damage. Effective range 20ft, possible range 40ft.

Tail Swipe. Melee Weapon Attack: +4 to hit, reach 15 ft., 1 target. Hit:  10 (2d8 + 6) bludgeoning damage.

 

Reactions

Single Claw Attack. The big cat can react with a single claw attack (one paw).

Summon My Friends. The big cat can summon its fellow automatons on a reaction.  (Said automatons will take some time to arrive, depending on how far away they are and where they are positioned.)

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.

Description

Metal automaton in the shape of a leopard or great cat.  This thing is huge: each limb is a good 10 feet long, and the tail is about fifteen feet.  If you see one, best thing is to hide; however, it also has strong senses.  It is a lone hunter and normally does not choose to fight with its fellow automatons, as it is built for one-on-one combat.

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.

StardustPhilosopher

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