Large Construct, Unaligned
Armor Class 16 natural armor
Hit Points 117 (18d8 + 36)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Damage Immunities Poison, Psychic
Senses Darkvision 60 ft. conferred to the pilot, Passive Perception 1
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Technically a Vehicle. The mecha is not a creature, and as such it requires a pilot in order to function as one. The pilot benefits from the effects of full cover with regard to anything material, as nothing can physically pass through the hull to affect the pilot (as per the Wall of Force spell), until the mecha is reduced to 0 hit points. (This does not apply to the ethereal plane.) The mecha is immune to all mind-altering effects and psychic damage, but the pilot remains susceptible to these as if they were not inside of the mecha. The pilot can prevent outside air from entering the mecha at their discretion, though the pilot's compartment can only hold enough air for 5 hours of breathing at a time. The mecha's compartment can also fit only one creature of medium or small size, and can only be operated by a medium- or small-sized humanoid. It take a bonus action to enter or exit the mecha, and the pilot's personal movement speed becomes 0 while inside. The pilot may then use the corresponding type of action on their turn to activate any of the mecha's abilities.

If I Only Had a Brain. Mecha abilities rely on the pilot's reflexes and coordination to be effective. An expert pilot is one who has trained until the mecha becomes merely an extension of their own body. The pilot's Dexterity is used whenever calculating their mecha ability modifiers. Additionally, the pilot must be proficient in vehicles (mechs) in order to add their proficiency bonus to mecha ability modifiers.

Mecha save DC = 8 + pilot's proficiency bonus + pilot's Dexterity modifier

Mecha attack modifier = pilot's proficiency bonus + pilot's Dexterity modifier

In addition, if the pilot is proficient with vehicles (mech), they gain the following benefits:

  • The mecha's walking speed becomes 45 ft., and it gains a climbing speed of 30 ft. as long as the grappling harpoon is not otherwise engaged.
  • Moving across difficult terrain costs the mecha no additional movement.
  • Pilots can substitute their Intelligence, Wisdom, and Charisma saving throws in place of the mecha's.

Ammunition. The specialized suppression guns of a standard anti-riot mecha employ non-lethal bean bag rounds. While the Empty the Chambers ability utilizes the same ammo type as a regular Suppression Gun attack, the pilot must keep in mind that it uses up significantly more ammunition than a carefully targeted shot. (Refer to the Empty the Chambers ability for specifics.) An unmodified mecha's ammo repository can hold no more than 3000 ammunition cartridges at a given time. If the ammo repository does not hold at least as many cartridges as an ability consumes, the mecha cannot perform that ability, and must be resupplied before it is once again able to do so.

Magic Resistance. The mecha has advantage on saving throws against spells and other magical effects. It does not confer this resistance to the pilot. (For instance, it does not grant resistance against mind-altering effects and spells that inflict psychic damage, which the pilot is still susceptible to.)

Modifiable. This mecha's model was designed to be easy to alter, and can be converted to include any number of standardized modifications and attachments by someone with proficiency in Intelligence (engineering).

Actions

Multiattack. The mecha makes two Suppression Gun attacks, or one Suppression Gun attack and one Grappling Harpoon attack.

Suppression Gun. This specialized bean bag cannon was designed to effectively incapacitate insurrectionists without killing them. The mecha makes a melee or ranged weapon attack against a single target, with a reach of 5 ft. or a range of 100/400 ft. respectively. On a hit, the target takes (2d10 + 4) non-lethal bludgeoning damage. Each use of the suppression gun consumes 1 ammunition cartridge.

Grappling Harpoon. The mecha makes a ranged weapon attack against a single target with a range of 50/200 ft., using the pilot's mecha attack modifier. On a hit, the target takes (1d8 + 4) piercing damage, and the target is grappled. The save DC to escape the grapple is equal to the pilot's mecha save DC. A grappled creature takes (1d8) slashing damage if it tries to escape from the grapple, even if it succeeds. The mecha can grapple only one creature at a time with its harpoon.

Empty the Chambers (Recharge, d6). The mecha unleashes its full load of specialized riot suppression ordinance all at once at a targeted area. Each creature in a 20-foot-radius centered on a point within 120 feet of the mecha must make a Dexterity saving throw, using the pilot's mecha save DC. On a failed save, a creature take (5d4) non-lethal bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Each use of the Empty the Chambers ability consumes 100 ammunition cartridges.

The reloading process to quickly replenish the ammo chambers after completely depleting them is delicate and easily interrupted. While there are failsafe mechanisms in place to automatically clear obstructed channels, the reliability of the reloading apparatus is highly dependent on the skills of the operator. To determine whether or not this ability recharges, roll a d6. If the pilot is not proficient with vehicles (mechs), then the ability only recharges if a 6 is rolled. Otherwise, the recharge likelihood is based on the pilot's proficiency bonus. (See the table below.) The pilot can choose to not attempt a recharge. If a recharge is attempted and it fails, roll percentile dice. The resultant number of cartridges are dropped on the ground, but not consumed.

Proficiency Bonus
Recharge Range
(not proficient) 6
2 6
3 5 - 6
4 4 - 6
5 3 - 6
6 2 - 6
Bonus Actions

Reel In. The mecha pulls the creature grappled by its Grappling Harpoon up to 20 feet closer.

Description

Auzibirsk, the floating steampunk city in the sky, is home to both a wealth of innovative engineers and a stiflingly controlling government. This confluence of conditions has created a breeding ground (figuratively, of course, as robots are not known to breed) for any number of machine-driven marvels and mechanized masterpieces. These are most often made with intent to protect from the nebulously-defined nefarious forces that seek the city, as well as defend against the anarchists and malcontents within its own walls. The non-autonomous mechanized ambulatory vehicle, or 'mecha' as it is colloquially called, is one such contraption, and is unmatched in its ability to quell sizable riots and stomp out insurgency.

It is recommended that you use this stat block in conjunction with the Complete Guide to Auzibirsk [release date tbd, maybe never].

(The name Auzibirsk and related concepts are my original creations, and can be used for non-commercial purposes freely without permission. Credit to Grigory Lebidko for the attached avatar artwork.)

Monster Tags: ArmorMisc Creatureconstructhumanoid

Ephemarel

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