Unarmed attack. The clanker raises one of its metal, spiked fists and slams it into something up to ten feet away. (because of its extendable fists it can reach farther)
Flaming coal. The clanker's chest opens up and one of the burning coals powering the clanker launches at someone.
Punch. Melee Weapon Attack: +3 to hit, reach 10 ft., 1 target. Hit: 8 (1d10 + 3) [bludgeon] damage.
Flaming coal. RangedWeapon Attack: +2 to hit, range 10/30 ft., 1 target. Hit: 5 (1d8 + 1) [Burning] damage.
Body spin. If there is any bludening damage to this monster its body will spin in a circle and hit the thing that hit it dealing unarmed attack amount of damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
The Clanker is a steampunk robot looking like a human and powered by burning coals in its chest. It is build by orcs and goblins.
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.
Comments