Medium Construct, Lawful Neutral
Armor Class 16 Metal Chassis
Hit Points 28 (4d10 + 6)
Speed 30 ft.
STR
16 (+3)
DEX
9 (-1)
CON
14 (+2)
INT
2 (-4)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws STR +5, CON +4
Skills Athletics +5
Damage Vulnerabilities Acid
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Unconscious
Senses Darkvision 60 ft, Passive Perception 8
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Large Frame. The MEC cannot benefit from half or three-quarters cover. It can walk through thin walls and destroy objects smaller itself by trampling them, no action required.

Robotic Mind. The MEC has a basic form of artificial intelligence, permitting combat functionality but not much else.

Rocket Jump. The MEC can jump 20ft vertically from standing or running.

Actions

Micro-missiles (1 use). The MEC fires missiles at a point within range (50ft). Every creature within 10ft must make a Dexterity saving throw, taking 9 (2d6 + 2) fire damage on a failure, and half as much on a success. Objects in the radius take maximum damage.

Plasma Rifle. Ranged Weapon Attack: +7 to hit, range 60/90 ft., one target. Hit: 13 (2d6 + 6) radiant damage.

MEC Suppression. The MEC can choose 1 target within 60 ft, and impose disadvantage on all of their attacks until the start of the MEC's next turn. If the target moves, it provokes an opportunity attack by the MEC against them.

Description

MECs are fully robotic Advent units. They have a high damage potential with both their primary weapons and with their micro missiles. MECs can soak up a lot of damage, but cannot utilise cover.

Previous Versions

Name Date Modified Views Adds Version Actions
6/7/2019 3:44:55 PM
25
2
--
Coming Soon
daireb2

Comments

Posts Quoted:
Reply
Clear All Quotes