Adamantium Body. The AC130 is immune to being critically hit.
Magic Resistance. The AC130 has advantage on saving throws against spells and other magical effects.
Avoidance. If the AC130 is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Unusual Nature. The AC130 doesn’t require air, drink, or sleep.
Siege Monster. The AC130 deals double damage to objects and structures.
Radar. The AC130 cannot be surprised.
Legendary Resistance (4/Day). If the AC130 fails a saving throw, it can choose to succeed instead.
Multi-Attack. The AC130 makes 4 Main Gatling attacks and 2 Heavy Cannon attacks.
Main Gatling. Ranged Weapon Attack: +20 to hit, range 120/240 ft., 1 target. Hit: 39 (3d12 + 15) piercing damage.
Heavy Cannon. Ranged Weapon Attack: +20 to hit, range 300/600 ft., 1 target. Hit: 59 (4d20 + 15) bludgeoning damage.
Heat-Seeking Missiles (Recharge 5-6). The AC130 launches a cluster of Missiles that lock in on a target. The target and every creature in a 30 ft radius of that target must make a DC 27 Dexterity saving throw. Taking 240 (40d20) bludgeoning damage and 240 (40d20) fire damage on a failed save or half as much on a success.
Sensor. As a bonus action, the AC130 can send out a blast of radar. This reveals the location of all creatures in a 600 ft radius to the AC130 until the end of it's next turn.
Aiming System. As a bonus action, the AC130 can give itself advantage on all attack rolls until the beginning of its next turn.
Shields Up. As a reaction, the A-10 Warthog can create a magical shield around itself, giving it a +5 to AC until the beginning of it's next turn.
Reflective Carapace. As a reaction, until the beginning of it's next turn: Any time the AC130 is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the AC130 is unaffected. On a 6, the AC130 is unaffected, and the effect is reflected back at the caster as though it originated from the AC130, turning the caster into the target.
The AC130 can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The AC130 regains spent legendary actions at the start of its turn.
Move. The AC130 moves up to its movement speed.
Main Gatling. The AC130 makes two Main Gatling attacks.
Heavy Cannon (Costs 2 Actions). The AC130 makes a Heavy Cannon attack.
Description
A typical AC130 made from Adamantium.
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Posted Apr 18, 2024the only reason why the big bad of my world (the metal king) can defeat this is that his minions are taller than the altitude of an average ac130 and the metal king is immune to non magical damage