Cyber Armor: Smasher has resistance agains all nonmagical attacks.
Cybernetic resistance: If Smasher fails a saving throw. He can choose to succeed instead. 3/day.
Frightful presence: At the beginning of the battle, everyone in the area needs to make a DC20 wisdom save or be frightened of Smasher. Creatures can try the save again on the beginning of their turn.
Multiattack: Adam smasher can make 3 attacks on his turn.
Cyberfist. Melee weapon attack: + 14 to hit, reach 10 ft, one target, hit: 19 (2d10+8) Bludgeoning damage.
Cyberhammer: Melee weapon attack: + 14 to hit, reach 10 ft, one target, hit: 22 (2d12+8) Bludgeoning damage.
Cyber Charge: Melee weapon attack: reach 90 ft, multiple targets, hit: 29 (6d6+8) Bludgeoning damage. When Adam Smasher uses his cyberlegs to make a dash in a frontal line, every creature that stands in his way must make a DEX saving throw (save DC=8+STR+6) or is getting shoved. If there is a wall or something blocking the path within 90 ft. All of the shoved creatures are getting smashed against that, taking an extra 16 (3d10) Force damage.
Sandevistan: Smasher can use his bonus action to activate his Sandevistan. This results in the same effect when the STOP TIME spell is used.
Kinetic Armor: Smasher can use his reaction to turn on his kinetic armor, giving him increased AC (+10) until the end of his next turn. 3/day.
Adam Smasher can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Smasher regains spent legendary actions at the start of his turn, or not if otherwise stated.
Frightful presence: Smasher can use his grotesque appearance to frighten the PC's. Everyone in the area must make a DC20 wisdom save or be frightened of Smasher. Creatures can try the save again at the beginning of their turn.
Cyberfist. Melee weapon attack: + 14 to hit, reach 10 ft, one target, hit: 19 (2d10+8) Bludgeoning damage.
Atom smasher: Melee weapon attack: + 14 to hit, reach 10 ft, one target, hit: 48 (6d12+8) bludgeoning & force damage. Smasher unlocks the special ability of his Cyber Hammer, giving it the ability to smash through atoms itself. 3/day.
Smasher utilizes his shoulder-mounted fire canon to fire heaps of molten metal and deliver punishment upon the weak.
Barrage of fire: Ranged weapon attack: + 14 to hit, reach 120 ft, multiple targets, hit: 96 (16d10+8) fire damage. He can choose to hit 4 or 2 creatures within range to shoot, or to just annihilate a single creature. If Smasher chooses 4 creatures, the damage is split 4-way (4d10+8). If he chooses 2 creatures it is spil 2-way (8d16+8) and for one creature it is just pain. 3/day.
Description
Smasher is a towering cyborg, with little humanity left to be seen - not that he ever had much. After being reduced to mush by an RPG blast in the 00s, Arasaka offered him a choice - either pull the plug or become a full body cyborg. With little to no options and a lack of care for his human side, he agreed and became more machine than man.
Adam has no empathy for others - including his fellow employees - but Arasaka kept him alive, so he lives to repay their act by killing any enemies of the corporation Arasaka puts in front of him. He did have one stipulation: Collateral damage and civilian casualties are a must.
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