Animated Tower Shield. This animated shield made of force springs forth and grants +2 to AC while floating nearby. This is already calculated in the AC. A creature piloting may command the shield to take a shape as an action, the shield then acting as a wall of force and not contributing to AC in this way.
Cloak. Draco Primis becomes invisible on command (no action required). Anything Draco Primis is wearing or carrying is invisible as long as it is on it. The effect ends if Draco Primis attacks or casts a spell.
Invulnerability Field. Draco Primis is immune to spells of 6th level or lower.
Magic Resistance. Draco Primis has advantage on saving throws against spells and other magical effects.
Magic Weapons. Draco Primis's weapon attacks are magical.
Regeneration. Draco Primis regains 1 hit point at the start of the turn of the pilot with the highest initiative if it has at least 1 hit point. If it is reduced to 0 hit points, this feature does not function until an attuned creature spends 24 hours repairing Draco Primis or until it is subjected to lightning damage.
Multiattacker. When verbally commanded (no action required), Butter Cookie commands Draco Primis and makes two attacks, one with its tail and one with its claws.
Steel Wind Blade. Melee Weapon Attack: +16 to Hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage.
Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) acid damage.
Shapechange. As an action, Draco Primis can change shape into a dragon form, a humanoid form, or a combination thereof. Alternatively, any number of limbs can be brought out of and stored in their extraplanar repair bay, leaving behind the Large chest piece in its base form.
Harpoon Cannon. Ranged Weapon Attack: +13 to Hit, range 150/600 ft., one target. Hit: 29 (4d10 + 7) piercing damage. A harpoon bound to a Mythril chain fires at a target within range. On a successful hit, the target is grappled, DC 21 to escape, and a creature may use one of its attacks to pull the target 30 feet closer if the target is Huge or smaller. If the target is Gargantuan, a creature can pull Draco Primis 30 feet closer to the target instead.
Thunderous Catapult Maw (Recharge 5-6). As an action, a creature may activate the Thunderous Catapult Maw, provided an object weighing 5-20 lbs. is loaded. Both the Catapult and the Thunderwave spells are cast on activation.
Creatures in the areas of either spell need to make the saving throw against your spell save DC. A creature that fails takes 27 (6d8) bludgeoning damage from Catapult and 23 (5d8) thunder damage from Thunderwave.
Lightning Cannon (2 Charges, Recharge 5-6). A blast of lightning forming a line 100 feet long and 5 feet wide fires from one of the twin barrels in a direction you choose. Each creature in the line must make a Dexterity saving throw against your spell save DC. A creature takes 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
Fireball Cannon (Recharge 5-6). A bright streak flashes from the tertiary barrel to a point you choose within 120 feet, then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw against your spell save DC. A target takes 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Steel Wind Strike (2 Charges, Recharge 5-6). Draco Primis flourishes the blade and then vanishes to strike like the wind. Choose up to five creatures you can see within 60 feet. Make a melee spell attack against each target. On a hit, a target takes 33 (6d10) force damage. Draco Primis can then teleport to an unoccupied space you can see within 15 feet of one of the targets you hit or missed.
Shield. An invisible barrier of magical force appears and protects Draco Primis. Until the start of reacting pilot's next turn, Draco Primis has a +5 bonus to AC, including against the triggering attack, and takes no damage from magic missile.
Missile Snare. Draco Primis attempts to catch and reduce the damage of incoming missiles. Roll 3d10 + 7 and reduce the damage dealt by the amount rolled.
Description
The Draco Primis is a first-generation magic armor designed with draconic features that is pilotable by up to four medium-sized creatures and is equipped with a CS, or Construct Spirit, by the name of Butter Cookie. Draco Primis stands at 42' tall and boasts a total wingspan of 120' when completely unfurled.
The Draco Primis is by default dimly lit on the inside, as it was made by a pair of dragons from the Underdark. Jay Fischer the Abjuration Wizard, and Sigil Purplescale the Artillerist Artificer. Also contributing to the massive project, the pair looped in their friends Dusty Manymask the Forge Cleric, and Tross Pondpebble the Forest Circle Druid. Eventually, Sigil wants Draco Primis to have four arms, one for each friend.
Attunement. To attune to Draco Primis, a creature must spend a short rest inside it, getting familiar with the controls. BC will instruct the creature on what controls what, allowing a creature without proficiency in land, water, or air vehicles to learn how to maneuver and pilot Draco Primis.
Piloting Draco Primis. While any creatures are attuned, attuned creatures can open the hatches as easily as any other doors. Other creatures can open a hatch as an action with a successful DC 25 Dexterity check using thieves tools.
A creature can enter or exit through the hatches by spending 10 feet of movement. Those inside the cockpit have total cover from effects originating outside it. The controls within it allow creatures to see outside without obstruction.
While you are inside the cockpit, you can command it by using the controls. During your turn (for any attuned creature), you can command it in the following ways:
- Open or close a hatch (no action required, once per turn)
- Move Draco Primis up to its speed (no action required)
- As an action or reaction, you can command Draco Primis to take one of the actions or reactions in its statblock or some other action. Draco Primis benefits from your Extra Attack or Multiattack feature.
- When a creature provokes an opportunity attack from Draco Primis, you can use your reaction to command it to make one melee attack against the creature.
- Use the Shapechange ability.
- Use the Cloak ability.
- As an action, summon an Armament.
While there are no attuned creatures inside Draco Primis, it follows attuned creatures, keeping a maximum distance of 500 feet away, while cloaked. It becomes inert if there are no creatures attuned.
Pilot Tether. While attuned and within 500 feet, a creature may cast the Dimension Door spell, traveling to and from the cockpit, without expending any spell slots, an amount of times equal to the creature's spell attack modifier per day. Alternatively, the creature can spend a spell slot to cast the spell with the same restriction.
Spell Focus. While attuned, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your spells, and you may use Draco Primis as a spellcasting focus. Spells that target or originate from self may target or originate from Draco Primis.
Armaments. A creature attuned and piloting Draco Primis may summon one of the following weapons:
- Lightning Cannon. Rare.
A Large double barrelled cannon that fires the Lightning Bolt spell from its tubes. Attached beneath is a third barrel named the Fireball Cannon that fires the Fireball spell, and the Harpoon Cannon that fires a massive harpoon attached to a reel of chain. The Lightning Cannon was a commission from an eccentric Countess, and was added on to after recognizing a need for diverse attacks.
- Steel Wind Blade. Very Rare.
A Large +2 shortsword engraved with the spell Steel Wind Strike, allowing for multiple enemies to be targeted. Jay Fischer poured all of his training into the enchantment for the blade.
Butter Cookie, Construct Spirit. A decorated metal and stone lockbox sits behind the pilots' seats humming softly. Inside are a number of empty slots, and a slot containing a metal slate. Residing in this slate is the Construct Spirit named Butter Cookie (BC for short). He can appear in his corporeal form as Medium or smaller, appearing as a metal golem that is intricately designed and decorated to show a variety of emotions and expressions. He is currently maintained by a 4th level Summon Construct spell.
When not given any commands, BC use Draco Primis to make Wisdom (Perception) checks, alerting attuned creatures of any detected creatures.
Thunderous Catapult Maw. Very Rare. Built into the chest piece, which becomes the head piece when in dragon form, is a combination of enchantments. Inside the mouth of the dragon is a tube (loadable from the cockpit) that launches items as an action with the Catapult spell while simultaneously unleashing a blast at close range with the Thunderwave spell, both at 4th level.
Focused Wall Pack. Very Rare. By spiraling the paths of both a Wall of Fire spell and a Wind Wall spell, a sort of propulsion was created. This required the crafting of a special plate to house the paths, and then a funnel to control the output which leads to incredible speeds.
Flaming Wings. Very Rare. The idea behind this was to make a frame in the shape of skeletal dragon wings, then fill in the areas with fire and wind. As such, with a similar technique to the Focused Wall Pack, the frame houses the spells Wall of Fire, and Wind Wall.
Invulnerability Field. Very Rare. Each piece of Draco Primis projects a Globe of Invulnerability spell, at 7th level.
Dragon Claws. Rare. These claws were crafted by Tross, a 11th level druid, to hold the Primal Savagery spell effect.
Rope Trick Observatory. Rare. On the ceiling in the back of the interior, there is a hatch that leads up to an extradimensional space created by the Rope Trick spell. You get the view from Draco Primis' head while inside it.
Repair House. Very Rare. Attached to the rear doors is a modified Magnificent Mansion spell, used to house the various parts and armaments of Draco Primis while they are either too damaged or not in use.
Previous Versions
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8/12/2022 4:47:35 PM
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Coming Soon
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