Medium unknown, Neutral Evil
Armor Class 14
Hit Points 200 (2d12 + 6)
Speed
STR
20 (+5)
DEX
18 (+4)
CON
20 (+5)
INT
18 (+4)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws STR +8, DEX +7, CON +8, INT +7, WIS +7, CHA +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 26
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3

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.

Actions

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.

Bonus Actions

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.

Reactions

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.

Yuri_Discord

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