Large Construct, Unaligned
Armor Class 20 Natural Armor
Hit Points 88 (8d12 + 40)
Speed 25 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws STR +9, CON +8
Damage Resistances Acid
Damage Immunities Poison
Senses Passive Perception 1
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Piloted. Must be piloted by a creature medium or smaller. When a creature is piloting the Arcane Battle Armor it uses the pilots Wisdom, Intelligence, and Charisma scores. Any Spells that require WIS, INT, or CHA saving throws that deal damage or cause adverse effects to the Arcane Battle Armor effect the pilot. (I.E. if  a spell does psychic damage to the Arcane Battle Armor after a CHA save the pilot would take the damage instead.)

Resilient Armor. The Battle Armor is resistant Acid damage. When the Arcane Battle Armor would take damage it makes a CON saving throw and reduces the damage equal to save.

  Advanced Air Filtration. The Arcane Battle Armor is immune to poison.

Mounted Modules. The Arcane Battle Armor can be mounted with modules that consist of the types, Ranged Weapons, Melee Weapons, Movement, and Support. A single suit of Arcane Battle Armor can have up to 4 modules attached at a time.

See the Characteristics Section for a list of Modules.

Actions

Module Activation. The pilot can use their action to activate a up to two of the same type of module attached to the Arcane Battle Armor. The pilot can also use their bonus action to activate a single module that was not activated this turn.

Slam. reach 5ft, to hit (Pilots Proficiency bonus) + 6, 10 (1d8) + 6.

 

Description

A Construct made to enhance the abilities of any troops that would pilot it. These suits are used to help normal infantry in battle, engage large monsters, or operate in hazardous atmospheric conditions.

Modules:

Ranged Weapons: 

  • Auto Cannon: make two ranged weapon attacks: to hit (pilots proficiency bonus) + 3 range 60/120 ft, dealing 12 (2d8 + 3) Force damage.
  • Heavy Cannon: make 1 ranged weapon attack: to hit (pilots proficiency bonus) + 3 range 120/240 ft, dealing 19 (3d10 + 3) Force damage.
  • Spell cannons: This module has 5 charges. This module can cast one of the following spells at 4th level expending one charge to do so. Fireball, Burning Hands, Lightning Bolt, Magic Missile, or Shatter. 1d3 charges are recovered at the next dawn.

Melee Weapons: all melee weapon modules have Multi-attack: make two melee attacks with this weapon. to hit, (Pilots Proficency Bonus) + 6, reach for one handed weapons being 10ft, reach for two handed weapons being 15 feet. Two handed Melee weapon modules take up two module slots.

  • Power weapon: Any simple or martial weapon deals an extra 2d8 force damage.
  • Elemental weapon: any simple or martial weapon deals an extra 2d8 elemental damage decided when this module is chosen.

 Movement: 

  • Reinforced Joints: when activated increase walking movement speed to 50ft.
  • Jet pack: when activated gives Arcane Battle Armor 60 feet fly speed for 1 Minute. cannot be activated again until after a short rest.

Support:

  • Shielding array: when activated gives Arcane Battle Armor and its pilot advantage one saving throws against spells.
  • Warding Shell: when activated gives the next attack targeting Arcane Battle Armor disadvantage.
Thelonescythe

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