Large Construct, Unaligned
Armor Class 18 (natural armor)
Hit Points 158 (15d10 + 60)
Speed 100 ft.
STR
18 (+4)
DEX
1 (-5)
CON
18 (+4)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Damage Resistances Piercing
Damage Immunities Poison, Psychic
Senses Passive Perception 1
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Special Rules. The S.P.A.R.K abides by the special rules all sparks must abide by.

S.P.A.R.K. The ALM-02 ACE is a light military flying S.P.A.R.K.

Antimagic Susceptibility. The ship is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the ship must succeed on a Constitution saving throw against the caster's spell save DC or fall incapacitated for 1 minute.

Armor Plating. Whenever the spirit engine takes bludgeoning, piercing, or slashing damage, it can choose to have the armor plating take some, or all.  The ALM-02 ACE has an AP rating of 30, but can only use 10 per instance of damage.

 

Actions

 

Laser Gun.  Ranged Weapon Attack: (+ Dexterity Modifier & Proficiency Bonus) to hit, range 300 ft., one target. Hit: (2d4 + Dexterity Modifier) fire damage.  Special Rules: ROF (2), Laser

MT-02 Missile Launcher. Ranged Weapon Attack: (+ Dexterity Modifier & Proficiency Bonus) to hit, range 80/250ft., one target. Hit: (3d10 + Dexterity Modifier) fire damage.  Special Ruler: Reload (3), Missile.  Saturation notes: 20-foot radius dealing 12d6 fire damage with a DC equal to 12 + Proficiency bonus Dexterity saving throw.

Advanced Targeting Module. As an action, you stack additional targeting information on a target you have target-locked.  Until the end of your next turn, any missile hardpoints fired at that target have advantage.

Reactions

Chassis Resistance. If the ALM-02 ACE takes damage, the pilot can use their reaction to reduce the damage dealt by 1d6.

Playing

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