Huge Construct, Unaligned
Armor Class 17 Natural armor
Hit Points 50 (5d8 + 30)
Speed 60 ft., Restricted to forward and backward movement, moves backwards at half speed (5 feet to turn 45 degrees)
STR
14 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws CON +9, INT +5, WIS +11
Skills Perception +11
Damage Resistances Damage from Spells
Senses Blindsight 120 ft., Tremorsense 120 ft., Passive Perception 21
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Commanding Capability. The ability scores and saving throw proficiencies are the same as those of the battle master's commander.

Arcane Reinforcement. The battle master is equipped with magical shields to help protect it from damage. This shielding grants the vehicle 80 temporary hit points at full capacity.

Magical Resilience. The battle master is engineered to resist magical effects. Any damage it would receive due to the effects of a spell are reduced to a quarter of the amount. Other magical effects may experience a reduced potency.

Operational Cover. The operators of the battle master cannot be directly targeted by attacks and magical effects. Additionally, this prevents operators from making weapon or spell attacks at targets from within the vehicle.

Actions

Main Cannon. Ranged Weapon Attack: +9 to hit, range 90/180 ft., 1 target. Hit: 13 (2d12) force damage. Once this cannon is fired, it cannot be fired again until the end of its operator's next turn.

Swivel Gun. Ranged Weapon Attack: +7 to hit, range 60/120 ft., 1 target. Hit: 7 (1d12) piercing damage. The battle master has two such weapons and each can only have a single operator per round.

Operator Actions. Any of the vehicle's operators can use their action to make a DC 15 Intelligence (Arcana) or Wisdom check. Upon a success, they are able to take one of the following actions: Countermeasures, Patch, Overclock, or Divert Power. The desired action must be specified before making the check.

Countermeasures. The operator braces the magical fields around the vehicle to halve the damage taken from the next attack. 

Patch. The operator attempts to patch damage done to the vehicle from the inside. The vehicle recovers hit points equal to 1d10 + the operator's Intelligence or Wisdom modifier, whichever was used for the check.

Overclock. The operator attempts to reinforce the vehicle's offensive capability at the expense of its durability. The vehicle takes 5 points of damage and all attacks made until the start of the operator's next turn deal an additional 5 points of damage.

Divert Power. The operator attempts to reroute functions from one area in order to strengthen another and chooses one Boosting effect in addition to one Weakening effect. These effects last until dismissed by an operator as a bonus action.

Target Boosting Weakening
Barrier +20 temporary hit points -10 temporary hit points
Speed +20 feet of movement -20 feet of movement
Weapons +5 to damage rolls -5 to damage rolls


Commander Actions.
 In addition to Operator Actions, the battle master's commander can take other specialized actions. In addition to the Ram action, the commander can use their action to make a DC 15 Intelligence (Arcana) or Wisdom check. Upon a success, they are able to take one of the following actions: Dash, Line Up , or Evasive Maneuvers. The desired action must be specified before making the check.

Ram. The commander causes the vehicle to ram a target as part of its movement. The target takes 2d12 bludgeoning damage. The vehicle takes half the damage dealt in this manner.

Dash. The vehicle can move double its standard movement.

Line Up. The next attack made by the vehicle has advantage.

Evasive Maneuvers. Any Dexterity saving throws made before the start of the commander's next turn are made with advantage.

Monster Tags: ArmorMisc Creatureconstruct

Habitat: Urban

rysommer