Huge Construct, Unaligned
Armor Class 15 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 40 ft.
STR
22 (+6)
DEX
12 (+1)
CON
16 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws DEX +3, CON +5
Damage Resistances Cold, Fire
Damage Immunities Poison, Psychic
Senses Passive Perception 14
Languages understands the languages you speak
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits
Damage threshold: 10 / Mishap thresold: 20 

 

 Crushing Wheels. The Panzer can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 (3d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 16 (3d10) bludgeoning damage. This trait can’t be used against a particular creature more than once each turn.
Magic Weapons. The Panzer’s weapon attacks are magical.
Prone Deficiency. If the Panzer rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright.
Actions

Battle Stations

Each battle station requires to be crewed to function, and then allows the crew members to use their actions to operate. A crew member can move from one station to another one, using one action to do so.

Inspiration & Battlestations: A crew member can use its own inspiration to go heroic. He then can boost the battle station of its choice, or enable the Panzer to use one of its own habilities (like a class feature) for one round.

 Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Panzer. The creaw can use its action to make the Panzer do a move action or a dodge action.
Boosted: gives the Panzer two Move/Dodge actions. Diminished: The Panzer’s speed is halved and the next attack against it have advantage.

Ingeniering (Requires 1 Crew and Grants Full Cover). The Crew can use its action to repair the panzer, distribute energy (which boosts a battle station and diminishes another one he chooses - only crewed stations can be targeted) or remotely operate any other station, with disavantage.

Arcane Station (Requires 1 Crew and Grants Half Cover). The Crew can cast any spell from there. Any spell cast from the arcane station has its range and area doubled.
Boosted: Spell attacks have advantage and +2 to spell DC; Diminished: Spell attacks have disadvantage and -2 to spell DCs, only cantrips can be cast.

Main cannon (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +10 to hit, reach 150 ft., one target. Hit: 28 (6d8 + 1) piercing damage.
Boosted : attacks have advantage and + 1d8 fire damage. Diminished : attacks have disadvantage.

2 Flamethrowers (Each Station Requires 1 Crew and Grants Half Cover). Ranged Weapon, area 60 ft line, 5 ft wide. Dex saves (DC 13) for half damage. Hit: 14 (3d8 + 1) fire damage. Any Crew can also make melee attacks and opportunity attacks within reach of the Panzer.
Boosted: Attacks have advantage and +2 to saving throw DC; Diminished: Attacks have disadvantage and -2 to saving throw DCs.

Tyranam

Comments

Posts Quoted:
Reply
Clear All Quotes