Warmonger Mech is a heavy mech manufactured by Poxue with technical support from Brown Star. To satisfy Poxue's vanity, the Warmonger Mech was built extremely large, with its nearly hundred-foot-tall body driven by a fusion reactor, covered in weapons and armor, capable of unleashing firepower equivalent to hundreds of tons of gray explosives per minute. If the situation is untenable, the Warmonger Mech can also detonate its fusion reactor before being destroyed to eliminate most targets. The Warmonger Mech is controlled by an artificial soul rather than a common AI, making it extremely flexible in tactical and strategic choices. Warmonger Mech Colossal Construct, Lawful Neutral Armor Class: 21 (Natural Armor) Hit Points: 407 (22d20 + 176) Speed: 100 ft. STR 28 (+9), DEX 13 (+1), CON 26 (+8) INT 17 (+3), WIS 18 (+4), CHA 15 (+2) Saving Throws: STR +15, CON +14, INT +9, WIS +10, CHA +8 Skills: Athletics +15, Perception +10, Intimidation +8 Damage Immunities: Psychic, Poison, Lightning, Cold Damage Resistances: Fire, Radiant, Acid, Thunder Condition Immunities: Charmed, Frightened, Blinded, Deafened, Exhausted, Paralyzed, Petrified Senses: Passive Perception 20, Blindsight 10 miles Languages: All Challenge: 17 (Proficiency Bonus: +6) Unshakable. The Warmonger Mech can use its Constitution saving throw in place of its Dexterity saving throw. In addition, the Warmonger Mech has the Evasion feature. Magic-Resistant Armor. The Warmonger Mech has advantage on saving throws against spells and other magical effects. The Warmonger Mech is immune to effects that force it to change its form. Crew Compartment. The Warmonger Mech's crew compartment can carry 13 Medium creatures, who can spend 30 feet of movement to board the Warmonger Mech or exit from it while within 5 feet of it. Creatures inside the Warmonger Mech have total cover against attacks and effects from outside. The crew compartment can always provide suitable temperature and air. Modular Construction. In addition to the main body listed here, the Warmonger Mech includes any three armament modules or logistics modules (determined when creating the Warmonger Mech), each of which rolls initiative independently and acts in combat. Armament modules have the same damage resistances, immunities, and condition immunities as the Warmonger Mech, the same proficiency bonus, Strength score, and Constitution score, but Dexterity and all mental ability scores are 1 (-5), and they can benefit from the Warmonger Mech's Unshakable and Magic-Resistant Armor features. When the Warmonger Mech takes any damage, it distributes half of it evenly among all modules. Colossal Behemoth. The Warmonger Mech can destroy any non-magical objects, buildings, and any wall-like spells in its path while moving, and creatures and objects on the ground are automatically affected by its Devastating Trample effect. The Warmonger Mech does not expend extra movement due to difficult terrain. The Warmonger Mech is immune to effects that force it to move. The Warmonger Mech has a damage threshold of 20, and when it takes any damage, subtract 5 from it. This reduction applies after resistances. Damage from Large or smaller creatures and siege weapons to the Warmonger Mech is halved. Terrifying Martyrdom Explosion. When the Warmonger Mech's hit points drop to 0, it can choose to detonate its fusion reactor. The explosion destroys the Warmonger Mech's wreckage, making it unrepairable, and creates a 100-foot-deep, 1000-foot-radius crater. All creatures in the crater must make a DC 23 Dexterity saving throw. On a failed save, a creature takes 82 (15d10) fire damage and 82 (15d10) force radiant damage; on a success, the damage is halved. All buildings in the crater and all non-magical objects not worn or carried are also destroyed. The explosion extends an additional 1 mile beyond the crater, but damage to creatures is halved (objects and buildings take normal damage instead of being directly destroyed), and the saving throw DC drops to 20. If the Warmonger Mech does not choose to detonate the fusion reactor, it will quietly fall, shut down, and remain repairable if not further damaged. Actions Multiattack. The Warmonger Mech makes two Giant Autocannon attacks, then uses its Devastating Trample. Giant Autocannon. Ranged Weapon Attack: +15 to hit, range 3 miles, 3 targets within range (Huge counts as 2 targets, Colossal as 3), Hit: 22 (4d10) piercing damage. The Giant Autocannon deals double damage to objects and buildings. Devastating Trample. One of the Warmonger Mech's legs falls on a point within 40 feet. All non-magical objects or buildings of Huge or smaller size not worn or carried in a 20-foot square area are immediately destroyed. Creatures in the area must succeed on a DC 19 Dexterity saving throw or take 66 (12d10) bludgeoning damage and be knocked prone. Until the Warmonger Mech moves or uses Trample again, the creature is also restrained. A restrained creature can use its action to make a DC 19 Strength saving throw to escape the restraint; otherwise, it takes 66 (12d10) bludgeoning damage at the start of each of the Warmonger Mech's turns. This plasma weapon is built using outdated technology from Brown Star. It draws high-temperature plasma from the Warmonger Mech's thermonuclear power reactor and fires it up to ten miles away under magnetic field confinement. Its sun-like high temperature can breach almost any protection. Siege Giant Cannon Huge Construct (Armament Module), Unaligned Armor Class: 21 (Natural Armor) Hit Points: 145 (10d12 + 80) Speed: 0 ft. Senses: Shared with Warmonger Mech Languages: — Challenge: 12 (Proficiency Bonus: +6) Extreme High Temperature. Fire damage from the Siege Giant Cannon ignores resistances and any non-innate resistances or immunities (e.g., from magic). Actions Multiattack. The Siege Giant Cannon makes three Rapid Fire attacks. Rapid Fire. Ranged Weapon Attack: +15 to hit, range 10 miles, one target, Hit: 28 (8d6) fire damage (half damage on a miss). Regardless of hit or miss, creatures or objects within 20 feet of the target take 14 (4d6) fire damage. Charged Shot (Recharge 6). The Siege Giant Cannon fires a plasma ball up to 10 miles away, which explodes at the impact point and creates a 120-foot-radius explosion. Creatures in the explosion area must succeed on a DC 19 Dexterity saving throw or take 45 (7d12) fire damage and 45 (7d12) radiant damage and be knocked prone. On a success, the damage is halved and no prone. The explosion deals double damage to objects and buildings in the area (no save). The Warmonger Mech itself has advantage on saving throws against the Charged Shot. Additional energy storage units can collect energy or high-temperature plasma produced by the thermonuclear power reactor for release when needed, enhancing the Warmonger Mech's capabilities. Energy Storage Unit Large Construct (Logistics Module), Unaligned Armor Class: 21 (Natural Armor) Hit Points: 135 (10d10 + 80) Speed: 0 ft. Senses: Shared with Warmonger Mech Languages: — Challenge: 12 (Proficiency Bonus: +6) Energy Supply. While the Energy Storage Unit exists, the Warmonger Mech's speed becomes 150 ft., and the Siege Giant Cannon's recharge becomes 4-6 instead of the usual 6. Actions Release Energy. The Energy Storage Unit causes the Warmonger Mech or any one of its other modules to immediately take an action, or causes the Warmonger Mech to move up to its speed. It can also select any one Siege Giant Cannon module to immediately complete the recharge for its Charged Shot action. The Deflector Device is a passive defense device based on magical force fields and magnetic field technology, which can effectively deflect ranged attacks or other projectiles. Deflector Device Huge Construct (Logistics Module), Unaligned Armor Class: 21 (Natural Armor) Hit Points: 145 (12d10 + 80) Speed: 0 ft. Senses: Shared with Warmonger Mech Languages: — Challenge: 12 (Proficiency Bonus: +6) Deflection Field. Ranged attacks initiated by hostile creatures that pass within 60 feet of the Warmonger Mech have disadvantage. When a Small or larger projectile (such as a cannonball or other suitable object as determined by the DM) passes through this area, the Warmonger Mech can cause its impact point to deviate 30 feet in any direction, and creatures have advantage on Dexterity saving throws against its effects. The Electromagnetic Harpoon is used against targets larger than the Warmonger Mech itself. It uses a Gauss cannon to launch a several-ton adamantine harpoon at subsonic speed, fixed to the Warmonger Mech by a chain. In certain special terrains—such as the giant forests of the primeval woods—it can also support the Warmonger Mech in special maneuvers. Electromagnetic Harpoon Huge Construct (Armament Module), Unaligned Armor Class: 21 (Natural Armor) Hit Points: 145 (12d10 + 80) Speed: 0 ft. Senses: Shared with Warmonger Mech Languages: — Challenge: 12 (Proficiency Bonus: +6) Behemoth Slayer. The Electromagnetic Harpoon has advantage on attacks against objects, buildings, or Colossal targets, and scores a critical hit on a roll of 16-20. Actions Launch Harpoon. Ranged Weapon Attack: +15 to hit, range 1000 ft., one target, Hit: 33 (6d10) piercing damage. The creature is restrained and cannot move away from the Warmonger Mech. The Warmonger Mech can, at any time during its turn, drag the restrained creature 60 feet toward itself or move itself 60 feet toward the creature. The harpoon can hit a sufficiently solid surface to fix the Warmonger Mech itself to it. The Heavy Rocket Nest can launch terrifying firepower equivalent to several heavy artillery battalions, leveling an entire urban area to the ground. Heavy Rocket Nest Huge Construct (Armament Module), Unaligned Armor Class: 21 (Natural Armor) Hit Points: 145 (12d10 + 80) Speed: 0 ft. Senses: Shared with Warmonger Mech Languages: — Challenge: 12 (Proficiency Bonus: +6) Limited Load. The Heavy Rocket Nest has a total of 40 high-explosive rockets stocked, and it cannot use the Launch Rockets action without ammunition. Actions Launch Rockets. The Warmonger Mech launches 1-10 high-explosive rockets up to 10 miles away. Each rocket explodes at the impact point, covering an 80-foot-radius area. Creatures in the explosion area must succeed on a DC 19 Dexterity saving throw or take 27 (6d8) fire damage and 27 (6d8) thunder damage and be knocked prone. On a success, the damage is halved and no prone. The explosion deals double damage to objects and buildings in the area (no save). Creatures or objects in multiple areas at once are still affected only once.
The statblock looks like a wild mess. Some parts are quite weak while others are crazy OP. In particular, D&D hasn't used the Colossal size category since 3.5 Edition.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Warmonger Mech is a heavy mech manufactured by Poxue with technical support from Brown Star.
To satisfy Poxue's vanity, the Warmonger Mech was built extremely large, with its nearly hundred-foot-tall body driven by a fusion reactor, covered in weapons and armor, capable of unleashing firepower equivalent to hundreds of tons of gray explosives per minute. If the situation is untenable, the Warmonger Mech can also detonate its fusion reactor before being destroyed to eliminate most targets.
The Warmonger Mech is controlled by an artificial soul rather than a common AI, making it extremely flexible in tactical and strategic choices.
Warmonger Mech
Colossal Construct, Lawful Neutral
Armor Class: 21 (Natural Armor)
Hit Points: 407 (22d20 + 176)
Speed: 100 ft.
STR 28 (+9), DEX 13 (+1), CON 26 (+8)
INT 17 (+3), WIS 18 (+4), CHA 15 (+2)
Saving Throws: STR +15, CON +14, INT +9, WIS +10, CHA +8
Skills: Athletics +15, Perception +10, Intimidation +8
Damage Immunities: Psychic, Poison, Lightning, Cold
Damage Resistances: Fire, Radiant, Acid, Thunder
Condition Immunities: Charmed, Frightened, Blinded, Deafened, Exhausted, Paralyzed, Petrified
Senses: Passive Perception 20, Blindsight 10 miles
Languages: All
Challenge: 17 (Proficiency Bonus: +6)
Unshakable. The Warmonger Mech can use its Constitution saving throw in place of its Dexterity saving throw. In addition, the Warmonger Mech has the Evasion feature.
Magic-Resistant Armor. The Warmonger Mech has advantage on saving throws against spells and other magical effects. The Warmonger Mech is immune to effects that force it to change its form.
Crew Compartment. The Warmonger Mech's crew compartment can carry 13 Medium creatures, who can spend 30 feet of movement to board the Warmonger Mech or exit from it while within 5 feet of it. Creatures inside the Warmonger Mech have total cover against attacks and effects from outside. The crew compartment can always provide suitable temperature and air.
Modular Construction. In addition to the main body listed here, the Warmonger Mech includes any three armament modules or logistics modules (determined when creating the Warmonger Mech), each of which rolls initiative independently and acts in combat.
Armament modules have the same damage resistances, immunities, and condition immunities as the Warmonger Mech, the same proficiency bonus, Strength score, and Constitution score, but Dexterity and all mental ability scores are 1 (-5), and they can benefit from the Warmonger Mech's Unshakable and Magic-Resistant Armor features.
When the Warmonger Mech takes any damage, it distributes half of it evenly among all modules.
Colossal Behemoth. The Warmonger Mech can destroy any non-magical objects, buildings, and any wall-like spells in its path while moving, and creatures and objects on the ground are automatically affected by its Devastating Trample effect.
The Warmonger Mech does not expend extra movement due to difficult terrain. The Warmonger Mech is immune to effects that force it to move.
The Warmonger Mech has a damage threshold of 20, and when it takes any damage, subtract 5 from it. This reduction applies after resistances. Damage from Large or smaller creatures and siege weapons to the Warmonger Mech is halved.
Terrifying Martyrdom Explosion. When the Warmonger Mech's hit points drop to 0, it can choose to detonate its fusion reactor. The explosion destroys the Warmonger Mech's wreckage, making it unrepairable, and creates a 100-foot-deep, 1000-foot-radius crater. All creatures in the crater must make a DC 23 Dexterity saving throw. On a failed save, a creature takes 82 (15d10) fire damage and 82 (15d10) force radiant damage; on a success, the damage is halved. All buildings in the crater and all non-magical objects not worn or carried are also destroyed.
The explosion extends an additional 1 mile beyond the crater, but damage to creatures is halved (objects and buildings take normal damage instead of being directly destroyed), and the saving throw DC drops to 20.
If the Warmonger Mech does not choose to detonate the fusion reactor, it will quietly fall, shut down, and remain repairable if not further damaged.
Actions
Multiattack. The Warmonger Mech makes two Giant Autocannon attacks, then uses its Devastating Trample.
Giant Autocannon. Ranged Weapon Attack: +15 to hit, range 3 miles, 3 targets within range (Huge counts as 2 targets, Colossal as 3), Hit: 22 (4d10) piercing damage. The Giant Autocannon deals double damage to objects and buildings.
Devastating Trample. One of the Warmonger Mech's legs falls on a point within 40 feet. All non-magical objects or buildings of Huge or smaller size not worn or carried in a 20-foot square area are immediately destroyed.
Creatures in the area must succeed on a DC 19 Dexterity saving throw or take 66 (12d10) bludgeoning damage and be knocked prone. Until the Warmonger Mech moves or uses Trample again, the creature is also restrained. A restrained creature can use its action to make a DC 19 Strength saving throw to escape the restraint; otherwise, it takes 66 (12d10) bludgeoning damage at the start of each of the Warmonger Mech's turns.
This plasma weapon is built using outdated technology from Brown Star. It draws high-temperature plasma from the Warmonger Mech's thermonuclear power reactor and fires it up to ten miles away under magnetic field confinement. Its sun-like high temperature can breach almost any protection.
Siege Giant Cannon
Huge Construct (Armament Module), Unaligned
Armor Class: 21 (Natural Armor)
Hit Points: 145 (10d12 + 80)
Speed: 0 ft.
Senses: Shared with Warmonger Mech
Languages: —
Challenge: 12 (Proficiency Bonus: +6)
Extreme High Temperature. Fire damage from the Siege Giant Cannon ignores resistances and any non-innate resistances or immunities (e.g., from magic).
Actions
Multiattack. The Siege Giant Cannon makes three Rapid Fire attacks.
Rapid Fire. Ranged Weapon Attack: +15 to hit, range 10 miles, one target, Hit: 28 (8d6) fire damage (half damage on a miss). Regardless of hit or miss, creatures or objects within 20 feet of the target take 14 (4d6) fire damage.
Charged Shot (Recharge 6). The Siege Giant Cannon fires a plasma ball up to 10 miles away, which explodes at the impact point and creates a 120-foot-radius explosion. Creatures in the explosion area must succeed on a DC 19 Dexterity saving throw or take 45 (7d12) fire damage and 45 (7d12) radiant damage and be knocked prone. On a success, the damage is halved and no prone. The explosion deals double damage to objects and buildings in the area (no save). The Warmonger Mech itself has advantage on saving throws against the Charged Shot.
Additional energy storage units can collect energy or high-temperature plasma produced by the thermonuclear power reactor for release when needed, enhancing the Warmonger Mech's capabilities.
Energy Storage Unit
Large Construct (Logistics Module), Unaligned
Armor Class: 21 (Natural Armor)
Hit Points: 135 (10d10 + 80)
Speed: 0 ft.
Senses: Shared with Warmonger Mech
Languages: —
Challenge: 12 (Proficiency Bonus: +6)
Energy Supply. While the Energy Storage Unit exists, the Warmonger Mech's speed becomes 150 ft., and the Siege Giant Cannon's recharge becomes 4-6 instead of the usual 6.
Actions
Release Energy. The Energy Storage Unit causes the Warmonger Mech or any one of its other modules to immediately take an action, or causes the Warmonger Mech to move up to its speed.
It can also select any one Siege Giant Cannon module to immediately complete the recharge for its Charged Shot action.
The Deflector Device is a passive defense device based on magical force fields and magnetic field technology, which can effectively deflect ranged attacks or other projectiles.
Deflector Device
Huge Construct (Logistics Module), Unaligned
Armor Class: 21 (Natural Armor)
Hit Points: 145 (12d10 + 80)
Speed: 0 ft.
Senses: Shared with Warmonger Mech
Languages: —
Challenge: 12 (Proficiency Bonus: +6)
Deflection Field. Ranged attacks initiated by hostile creatures that pass within 60 feet of the Warmonger Mech have disadvantage. When a Small or larger projectile (such as a cannonball or other suitable object as determined by the DM) passes through this area, the Warmonger Mech can cause its impact point to deviate 30 feet in any direction, and creatures have advantage on Dexterity saving throws against its effects.
The Electromagnetic Harpoon is used against targets larger than the Warmonger Mech itself. It uses a Gauss cannon to launch a several-ton adamantine harpoon at subsonic speed, fixed to the Warmonger Mech by a chain. In certain special terrains—such as the giant forests of the primeval woods—it can also support the Warmonger Mech in special maneuvers.
Electromagnetic Harpoon
Huge Construct (Armament Module), Unaligned
Armor Class: 21 (Natural Armor)
Hit Points: 145 (12d10 + 80)
Speed: 0 ft.
Senses: Shared with Warmonger Mech
Languages: —
Challenge: 12 (Proficiency Bonus: +6)
Behemoth Slayer. The Electromagnetic Harpoon has advantage on attacks against objects, buildings, or Colossal targets, and scores a critical hit on a roll of 16-20.
Actions
Launch Harpoon. Ranged Weapon Attack: +15 to hit, range 1000 ft., one target, Hit: 33 (6d10) piercing damage. The creature is restrained and cannot move away from the Warmonger Mech. The Warmonger Mech can, at any time during its turn, drag the restrained creature 60 feet toward itself or move itself 60 feet toward the creature. The harpoon can hit a sufficiently solid surface to fix the Warmonger Mech itself to it.
The Heavy Rocket Nest can launch terrifying firepower equivalent to several heavy artillery battalions, leveling an entire urban area to the ground.
Heavy Rocket Nest
Huge Construct (Armament Module), Unaligned
Armor Class: 21 (Natural Armor)
Hit Points: 145 (12d10 + 80)
Speed: 0 ft.
Senses: Shared with Warmonger Mech
Languages: —
Challenge: 12 (Proficiency Bonus: +6)
Limited Load. The Heavy Rocket Nest has a total of 40 high-explosive rockets stocked, and it cannot use the Launch Rockets action without ammunition.
Actions
Launch Rockets. The Warmonger Mech launches 1-10 high-explosive rockets up to 10 miles away. Each rocket explodes at the impact point, covering an 80-foot-radius area. Creatures in the explosion area must succeed on a DC 19 Dexterity saving throw or take 27 (6d8) fire damage and 27 (6d8) thunder damage and be knocked prone. On a success, the damage is halved and no prone. The explosion deals double damage to objects and buildings in the area (no save). Creatures or objects in multiple areas at once are still affected only once.
PLEASE reformat this so that it's readable.
Sorry, the translation is from an AI and I don't understand English.
The statblock looks like a wild mess. Some parts are quite weak while others are crazy OP. In particular, D&D hasn't used the Colossal size category since 3.5 Edition.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
You should be able to ask the AI to reformat it for you!