A.I: Due to its intelligence of fighting styles, every attack done to it has a chance of being dodge, the attacker must do a DC16 Strength saving throw to land an attack. This only applies to creature with the size of medium or smaller. This also does not count to ranged attacks.
Turret Mode: It can activate turret mode meaning that it gains a +200HP and is immobile but accurate, meaning it no longer rolls to hit.
Metallic armour: Due to it being made of metal, each physical attack also has a chance to apply bleeding level, attacker needs to make a DC 8 Constitution saving throw.
Bleeding levels: At the start of a creatures turn, for every level it takes, 2d10 bleeding damage.
Multi-Attack: This creature gets 2 attacks per turn.
Karate: It gains the attacks of a true ninja warrior and attacks twice, each hit is +4 - 4d6+8 - Bludgeoning. Now the user gains 1 level of bleeding.
A.R.E.S Shield: The machine forms a shield on its arm that has 50HP and can take over damage from hits.
S.W.A.T Help: The robots increase their damage by +4 modifiers.
"Hand Gun": It forms a small minigun on its arm and fires. +6 hit, 6d12+2 - Piercing. Defender rolls DC 14 Constitution saving throw, if failed it gains a level of bleeding.
Repair: They just heal for 2d8+20
Pump up: They get to flip heads or tails for the next turn, on a single actions to do double damage/effects.
Counter throw: If inflicted with any form of physical damage, the machine can make a DC (attackers STR score) saving throw to throw them at someone. 5 damage and both people become prone. Ends the turn of the initial attacker completely.
Self-Destruct: If ever lower than 50HP the machine can choose to charge and self-destruct, effecting anyone in a 30ft spread, taking 30HP. Defenders must make a DC 16 Constitution saving throw, if succeeded it only does 10HP, if failed it does the full amount.
Love the idea but it is a bit to strong like th turret mode maybe instead of it not needing to roll to hit which is a bit op maybe give it an additional +10 bonus or something similar.
The heal ability is a bit to good it can negate most damage that an enemy would do in a round so instead of making it plus 2d8 +20 make it 4d8 + 5 so that it is a bit more balanced.
The wording of the self destruct is a bit bizzarre instead of taking 30HP Defenders must make a DC 16 Constitution saving throw, if succeeded it only does 10HP, if failed it does the full amount. maybe take 30 or 3d12 fire damage in a 15 by 15 sphere the targets must succeed on a dc 16 constitution saving throw on a fail they take half damage on a success thy take the full damage
what is a bleeding level
What robots
and maybe bump up the ac
Thank you for coming to my ted talk