Blood Absorption. When dealing any slashing, piercing, or bludgeoning damage within 15 ft of a target, the Blood Machine will heal that many hit points +10.
Kinetic Distribution. The Blood Machine cannot take any damage from falls.
Multiattack. The Blood Machine can make three attacks. It can attack twice with its shotgun, three times with its electric revolver, and attack once with its Knuckleblaster, Railcannon, Nailgun, or Rocket Launcher.
Knuckle Blast. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 36 (4d12 + 10) Bludgeoning damage. If the target fails a DC 15 Constitution saving throw, they are launched back 30ft. On a successful save, they will only be launched 10ft. After the initial attack, the Blood Machine can release a powerful shockwave from its fist that deals 20 (3d6 + 10) thunder damage. Any creature of medium size or smaller must make a DC 17 Dexterity saving throw or they will be launched away 15 ft.
Electric Revolver. Ranged Weapon Attack: +10 to hit, range 100/300 ft., 1 target. Hit: 28 (4d8 + 10) Piercing damage.
Shotgun. Ranged Weapon Attack: +9 to hit, range 20/65 ft., 1 target. Hit: 33 (5d12) Piercing + Fire damage. Damage is reduced by 1d12 for every 10 ft away from the target. Targets within 5 ft of the Blood Machine take +10 damage from this attack.
Nailgun Heatsink. Ranged Weapon Attack. +10 to hit, range 60/150ft., 1 target. Hit: 33 (5d10 + 5) Piercing damage. Nails are shot in a 10 ft wide cone. Any creatures caught within this cone will take the damage and gain vulnerability to lightning attacks for 1 minute.
Railcannon. Ranged Weapon Attack. +11 to hit, range 300/500 ft., 1 target. Hit: 54 (8d10 + 10) Lightning, Fire, or Piercing damage. Electric Variant: Deals Lightning and Piercing damage, can pierce through up to 10 creatures. Malicious Variant: Creates an explosion centered on the target, dealing 28 (8d6) Fire damage in a 30ft radius and knocking any creatures within the blast radius 50 ft away. Screwdriver Variant: Shoots a spinning drill that sticks into a target and deals 14 (3d8) Piercing damage over time. On their turn, target must make a DC 19 Constitution saving throw to remove the drill. When the Blood Machine enters a 25 ft radius of the target it heals 28 (5d8 + 5) hit points on every turn that it is in the radius. The screwdriver lasts for 6 turns. The railcannon takes 10 turns to recharge.
Direct Hit Rocket Launcher. Ranged Weapon Attack. +8 to hit, range 90/150ft., 1 target. Hit: 40 (8d6 + 5) Fire damage. Blast radius of 10 ft. Miss: Any shots that miss that are within 3 points of the target's armor class launch the target 35 ft into the air. If the target is of the size large or higher, they are not affected by this. They remain in the air until the end of Blood Machine's turn. Upon hitting the ground, they take 11 (3d6) Bludgeoning damage. The rocket launcher deals double damage to airborne targets.
Coin Toss. Attack Damage Modifier. The Blood Machine can toss up to 4 coins in the air, which remain in the air for 3 turns. A coin takes 1 turn to recharge. A coin's AC is 18. The Blood Machine gets an extra +10 to attack when aiming for a coin. When hit by a small non magical projectile like an arrow, bolt, or bullet, an extra 1d8 damage is added on to the projectile. 1 coin, + 1d8, 2 coins, + 2d8, 3 coins, +3d8, 4 coins, + 4d8. A coin shot instantly bypasses the target's AC.
Ground Slam. The Blood Machine will jump up several feet and accelerate downwards at an extreme pace, hitting the ground and creating a shockwave. Any creature within 10 ft of the Blood Machine of medium size or smaller will be launched 30 ft into the air. The Blood Machine can choose to slam on top of a creature, dealing 13 (2d12) Bludgeoning damage. The shockwave is not created when the Blood Machine is slamming onto a creature.
Whiplash. The Blood Machine will extend out its hand and shoot a small spearhead attached to a winch at a target. If the target is of medium size or smaller, then it will be pulled towards the Blood Machine. If the target is of large size or bigger, then Blood Machine will be pulled towards them. The target must make a DC 17 Dexterity saving throw to dodge the spearhead. The Whiplash's spearhead deals 2 Piercing damage on hit. Hard Damage. If the Blood Machine uses the Whiplash while below full health and has not used a coin in the past 3 turns, it will not be able to heal it back for 4 turns.
Slide. The Blood Machine slides on its side in any direction on the floor. Blood Machine's movement speed is doubled and AC increased to 23. It gains advantage on Dexterity saving throws. The Blood Machine cannot recharge coins or quick dashes while sliding.
Ricoshot. Upon throwing at least 1 coin into the air, the Blood Machine can shoot it with its Electric Revolver or Railcannon. When shooting a coin with the railcannon, the coin's modifier is increased to 1d10.
Surface to Air. The Blood Machine can fire a rocket at a creature that was made airborne by a rocket's non-damaging shockwave, or a ground slam shockwave. Any creature's AC is reduced by 7 when launched in the air by either of these actions.
Feedbacked. The Blood Machine parries a projectile by punching it or parries a melee attack by hitting the weapon (parry-able projectiles and attacks are of the DM's discretion), making an attack roll when parrying. The damage of parried projectiles increased by 16 (2d10 + 5). On a critical hit, the projectile deals double damage. On a successful parry, the Blood Machine heals 32 (4d10 + 10) hit points. If the attack roll misses but is still within 2 points of the target's AC, then Blood Machine still heals 32 (4d10 + 10) hit points but does not hit the target.
Quick Dash. The Blood Machine can dodge up to three attacks by rolling a Dexterity saving throw whose roll is equal or above the attack roll. A dash takes 1 turn to recharge.
Description
The Blood Machine is an agile construct that can repair itself nearly instantly using a creature's blood. It has a extensive range of attacks that it can combine to maximize damage output and quick manoeuvres that make it hard to combat.
Previous Versions
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6/20/2023 12:32:02 PM
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