Medium Construct
Armor Class 12 Natural
Hit Points 4 (1d6)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
14 (+2)
INT
14 (+2)
WIS
14 (+2)
CHA
10 (+0)
Damage Vulnerabilities Lightning
Senses Passive Perception 12
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits
  • Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.

  • Shape Self. If you are not incapacitated, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob (no action required). As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. You can use this pseudopod to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container. The pseudopod can’t attack, activate magic items, or carry more than 10 pounds.

Actions

Technomagical Symbiosis. As an action Galvanic Mechamorphs can merge with the following:

  • Items Galvanic Mechamorphs can merge with an item and raise its rarity by one stage while merged. The DM then determines the effect of this increase in rarity. Ex. Turning a +1 item into a +2.
  • Objects Galvanic Mechamorphs can merge with a technological or magical object no bigger than Gargantuan in size, giving it your walking speed and enhancing an aspect of the object as determined by the DM.
  • Constructs Galvanic Mechamorphs can merge with a Construct no bigger than Gargantuan in size. The construct must make a DC 14 Constitution save or you take control of the Construct on its turn, the possessed construct repeats this save at the end of its turn and on a success you are ejected from it to the nearest unoccupied space.

While merged you can still make an ‘Optic Laser’ attack in your turn.

Optic Laser. Ranged Weapon Attack: +2 + prof to hit, reach 20/60 ft, one target. Hit: d10 + 2 radiant damage.

At Higher levels: Your damage dice changes to d12 at level 5, 2d6 at level 9, 3d6 at 13th level and 4d6 at level 17.

Makeshift weapon. You can turn your hand into any non-magical simple weapon and attack with it. You add your intelligence modifier and proficiency bonus to hit and damage rolls.

Bonus Actions

Improved A.I. Your Intelligence score changes to 18. (locked until level 2)

Malware. While merged you can damage the item, object, or Construct you are merged with and eventually destroy it. At the start of each of your turns you reduce the quality, damage or Ac of the things you merge with by 1. Once their quality has been reduced by 5 they are destroyed instantly and turn into a fine powder. (locked until level 3)

Description

Galvanic Mechamorphs are a medium Constructs that are comprised of a gelatinous shell that protects a network of mechanical nodes instead of natural organs. Galvanic Mechamorphs were unintentionally created by Azmuth the Galvan when he attempted to use a combination of magic arts and science to create a livable environment on one of the world's nearby moons. This experiment at first seemed successful beyond even Azmuth's expectations, only for the terraformed landscape to unexpectedly generate flora and fauna. Azmuth ascertained that the creatures were sentient and dubbed them Galvanic Mechamorphs.

The Mechamorphs quickly multiplied and by shaping, enhancing, and repurposing both magic and technology, created their cities and society overnight. Azmuth left the Galvanic Mechamorphs on the moon, now named 'Galvan B', to exist in peace. The Mechamorphs are a peaceful species and have shown no interest in leaving their home.

 

FogyMythology

Comments

Posts Quoted:
Reply
Clear All Quotes