Immutable Form. The Mech is immune to any spell or effect that would alter its form.
Magic Resistance. The Mech has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Mech's weapon attacks are magical.
Fire Transfusion. The Mech is able to use fire damage to power itself. If the fire damage is more than 10, the Mech converts half of the fire damage back to health points and repairs itself.
Scanner. At the start of combat, the Mech can make a Perception check to see if it spots any enemies or perceived enemies.
Multiattack. The Mech makes two attacks, one Slam attack and one Sword attack
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 18 (3d8 + 6) Bludgeoning damage.
Sword. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 20 (3d10 + 4) Slashing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 24 (3d12 + 6) Bludgeoning damage
Flamethrower (Recharge 5-6). The Mech releases a torrent of flame in a 30-foot cone. Each creature in that area must make a DC17 Dexterity saving throw, taking 25 (8d6) [fire] damage on a failed save or half as much on a successful save.
Harpoon. Ranged Weapon Attack: +8 to hit, range 45/90 ft., 1 target. Hit: 9 (1d10 + 3) Piercing damage. Players sized Large or below will have to make a DC17 Strength Saving Throw or be pulled to the Mech.
Enter the description for how bonus actions work for your monster here.
.
Description
A mech made from the fires of Dis and is designed to be a Battle Mech. It is a Gargantuan construct and is a column with 5 legs that allow for attacks and mobility. It has pistons, iron plating and red details that look like veins pulsing lava towards a giant eye that allows the Mech to see. The mech can be piloted from inside the central module and this input overrides the Mech's sentience. It cannot be communed with except for its' creator/pilot.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments