Large Construct, Unaligned
Armor Class 16 Natural Armor
Hit Points 160 (13d10 + 65)
Speed 30 ft., fly 60 ft. Only while rocket boots are activated.
STR
20 (+5)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)
Senses Darkvision 60 ft, Passive Perception 10
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Controlled The mech is controlled by its pilot meaning the pilot is its mind, when in the mech the mech and the pilot share the same turn with the pilot controlling the mech, when in the mech the pilot is considered in total cover however this effect can be removed if a strong corrosive is used on it.

Shocking Critical. If the mech scores a critical hit with a melee weapon, it deals an additional 10 (3d6) lightning damage and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn. If a creature scores a critical hit against the mech with a metal melee weapon, it also suffers these effects.

Magic Resistance. The mech has advantage on saving throws against spells and other magical effects.

Magic Weapons. The mech's weapon attacks are magical.

Ranged Scythe Stance: As a Bonus action used at the beginning of your turn, you may grab the kusarigama halfway down the chain, turning the scythe into a reach weapon that bypasses all shield bonuses to AC as well as penetrating cover (though not total cover). While this stance is active, you cannot use the Chain Throw or Improved Grab abilities. This stance lasts for 1 round, and needs to be reapplied every turn.

Rocket boots: Activate as bonus action. Allow Zephyr to fly, hover, or remain stationary in the air. 

 

Actions

Multi-attack. The mech makes two melee attacks.

Slice. Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 27 (5d8 + 5) slashing damage.

Skewer. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 27 (5d8 + 5) piercing damage.

Chain Throw. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage.

Cannon. Ranged Weapon Attack: +9 to hit, reach 60 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage.

Lunge. Once per round, you may expend an attack action to move up to 15 feet. Any attack action that directly follows a lunge deals double damage against Grappled/Restrained targets. If you lunge in the same direction as a previous chain throw, retracting your chain becomes a free action.

Grab. As an action When a Huge or smaller creature you can see ends its turn within 20 feet of you, you can use your chain to make an opposed grapple check against a target. On a failed save, you pull the creature up to 20 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this action. You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Mythic Actions

Reaping Slice: If a target starts its turn grappled by you, you may make an attack with the scythe as a standard action. This attack, if it hits, is an automatic critical threat. May only be used on a restrained Target.

ZOMBIEoftheDAWN

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