Large Elemental (Warforged), Any Alignment
Armor Class 18 (natural armor)
Hit Points 84 (12d10 + 24)
Speed 30 ft.
STR
16 (+3)
DEX
22 (+6)
CON
14 (+2)
INT
8 (-1)
WIS
9 (-1)
CHA
8 (-1)
Saving Throws STR +7, CON +6
Skills Athletics +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison, Psychic
Senses Passive Perception 9
Languages Aquan, Auran, Ignan, Terran Language is dependent on which type of elemental is trapped inside (aquan for water, auran for air, ignan for fire, and terran for earth)
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Magic Resistance- The acid mech has advantage on saving throws against spells or any other magical effects.

Magic Weapons- The acid mech's attack are magical. 

Immutable Form- The acid mech is immune to any spell or effect that would alter it's form. 

Acidic Blood- The body of an elemental fused with acid lives inside the mech. Anytime the mech takes damage, if the creature that dealt the damage in within 10 feet of the acid mech it takes 1d10 acid damage.

 

Actions

Multiattack- The Acid Mech makes two attack with his acid rifle.

Acid Splash- The acid mech opens up a compartment in his chest and sprays out a large amount of it's acidic blood in a 10 foot cone, any creature in the range of this attack must succeed a DC 15 Dexterity saving throw, taking 2d8+8 acid damage on a fail, or half as much on a success.

Acid Rifle Shot- Ranged Weapon Attack: +10 to hit, reach 60/120 ft., one target. On hit: 3d8+6 acid damage.

Acid Grenades (Recharge 5-6)-The acid mech throws a large grenade within 120 ft. of it, filled with his acidic blood, when it lands it explodes in a 15 foot radius of acid, anyone who starts their turn or enters the area for the first time must succeed on a DC 14 Dexterity saving throw, taking 6d8 acid damage on a fail, half as much on a success. 

Bonus Actions

Shove- If the acid mech moves at least 10 feet in a straight line towards a target, it can immediately use his bonus action to attempt to shove the target to the ground. The target must succeed on a DC 15 Strength saving throw or be knocked prone. The target takes 2d10 bludgeoning damage as the acid mech rolls over them.

CrypticGamez

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