Large Construct, Neutral
Armor Class 15 Natural Armor
Hit Points 45 (9d8 + 5)
Speed 40 ft., fly 40 ft.
STR
14 (+2)
DEX
20 (+5)
CON
16 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws DEX +9, CON +7
Skills Athletics +6, Perception +4
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60ft., Passive Perception 14
Languages understands the languages spoken by its creator
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Pilotable: 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. When 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.

Ranged Attacker: It can wield ranged weapons in one or both arms, and it can wield a two-handed ranged weapon if it uses both its arms to do so.

Enhanced Combatant: It can wield any melee weapon in its primary arm, and any weapon without the two-handed property in its secondary arm.

Elevated Cockpit: The cockpit of the giant Gundam is elevated 10 feet off the ground. Melee combatants at ground level with less than 10ft reach have disadvantage on attack rolls against you.

Actions

Repair(3/day). (Requires either the pilot's or creator's bonus action.) The magical mechanisms inside the Gundam restore hit points equal to 2d8 + the creator's proficiency modifier (2d8 + 4) to itself or to one construct or object within 5 feet of it.

Primary Armed Strike. (Requires pilot's action.) Melee Weapon Attack: make an attack with a melee weapon held in the mech's primary arm using the mech's STR modifier (+2), and add the pilot's proficiency modifier (+4) if they are proficient with the weapon. Hit: weapon damage + mech's STR modifier (+2).

Secondary Armed Strike. (Requires pilot's bonus action.) Melee Weapon Attack: make an attack with a melee weapon held only in the mech's secondary arm using the mech's STR modifier (+2), and add the pilot's proficiency modifier (+4) if they are proficient with the weapon. Hit: weapon damage + mech's STR modifier (+2).

Unarmed Strike: (Requires either pilot's action or bonus action.) Melee Weapon Attack: reach 5 ft., one creature; use the mech's STR modifier (+2) and the pilot's proficiency modifier (+4) to make the attack. Hit: 1d8 + mech's STR modifier (1d8 + 2) bludgeoning damage.

Primary Ranged Strike: (Requires pilot's action.) Ranged Weapon Attack: make an attack with a ranged weapon held in the mech's primary arm using the mech's DEX modifier (+2), and add the pilot's proficiency modifier (+4) if they are proficient with the weapon. Hit: weapon damage + mech's DEX modifier (+2).

Secondary Ranged Strike: (Requires pilot's bonus action.) Ranged Weapon Attack: make an attack with a ranged weapon held only in the mech's secondary arm using the mech's DEX modifier (+2), and add the pilot's proficiency modifier (+4) if they are proficient with the weapon. Hit: weapon damage + mech's DEX modifier (+2).

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 + 1, or take 2d6 bludgeoning damage and be knocked prone.

Previous Versions

Name Date Modified Views Adds Version Actions
12/14/2022 5:35:58 PM
2
1
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Coming Soon
12/14/2022 5:59:56 PM
6
2
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Coming Soon
KristopherClark