Medium Construct, Neutral
Armor Class 15 Natural Armor
Hit Points 15 (3d8 + 5)
Speed
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws STR +5, CON +5
Skills Athletics +5, Perception +2
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60ft., Passive Perception 12
Languages understands the languages spoken by its creator
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Piloted: 1) Whenever the Gundam must make an Intelligence, Wisdom or Charisma saving throw or skill check, the pilot can make the save or check in its stead. The Gundam can take an action, bonus action, movement and reaction only at the cost of its pilot's action, bonus action, movement and reaction, respectively.

2) It gains a bonus of +1 to all its skills and saving throws whenever your proficiency bonus increases. It is proficient in all weapons and armor the pilot is proficient in.

3) It cannot attune to any items, however it gains the benefits of all the items the pilot is attuned to. It can however attune to its pilot's artificer infusions.

Share Spells: Whenever the pilot is targeted by a spell that does not deal damage or applies a harmful effects to the target, the pilot can choose to have the spell also affect the Gundam.

Actions

Repair (3/long rest). (Requires the pilot's bonus action.) The magical mechanisms inside the Gundam restore hit points equal to 2d8 + the pilot's proficiency modifier (2d8 + 2) to itself.

Primary Armed Strike. (Requires pilot's action.) Melee Weapon Attack: make an attack with the weapon held in the Gundam's primary arm using the mech's STR modifier (+3), and add the pilot's proficiency modifier (+2) if they are proficient with the weapon. Hit: weapon damage + mech's STR modifier (+3).

Secondary Armed Strike. (Requires pilot's bonus action.) Melee Weapon Attack: make an attack with the weapon held in the Gundam's secondary arm using the mech's STR modifier (+3), and add the pilot's proficiency modifier (+2) if they are proficient with the weapon. Hit: weapon damage + mech's STR modifier (+3).

Unarmed Strike. (Requires either pilot's action or bonus action.) Melee Weapon Attack: reach 5 ft., one creature; use the Gundam's STR modifier (+3) and the pilot's proficiency modifier (+2) to make the attack. Hit: 1d6 + mech's STR modifier (1d6 + 3) bludgeoning damage.

Reactions

Shake Off. When a hostile creature mounts the Gundam, the mech can use its reaction to shake the creature off. The creature must succeed on a Dexterity saving throw against your spell save DC, or take 1d6 bludgeoning damage and be knocked prone.

Previous Versions

Name Date Modified Views Adds Version Actions
12/14/2022 2:47:34 PM
5
1
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Coming Soon
KristopherClark