Full House. If 3 or more people are on the Strider, it may attack twice per turn instead of once.
Pirate Ingenuity. When this creature is hit, it may choose to lose AC equal to the dice rolled for damage. If the damage comes from a spell, it loses AC equal to the level the spell was cast.
Crew Action. The crew may take an appropriate action.
Stomp. Melee Weapon Attack: +10 to hit, reach 15 ft., X target. Hit: 30 (4d10 + 10) [bludgeoning] damage.
Industrial Flamer. RangedWeapon Attack: +5 to hit, range 10/40 ft., 6 target. Hit: 20 (3d10 + 5) [fire] damage.
Shoulder Turret. RangedWeapon Attack: +2 to hit, range 60/100 ft., 1 target. Hit: 25 (3d10 + 10) [piercing] damage.
Description
A massive bipedal mech that stands about 35 feet tall, one of the most common pirate machines. the legs are wrapped in barbed wire, and sharp objects and prisoners are usually strung up between the legs for the intimidation factor. It has a massive flamer on one arm and a random weapon on the other, it varies on the group. it also has a massive turret on the right shoulder of the chassis.
Lair and Lair Actions
A massive scrapyard as far as the eye can see.
Lair Actions
On initiative count 10 (losing initiative ties), the strider takes a lair action to cause one of the following effects; the strider can’t use the same effect two rounds in a row:
- Fast Crew: The strider's crew wields more scrap onto the outside, raising it's AC by 1.
- From the steelwork: Summon 1d4 pirate grunts (See Pirate Grunt sheet).
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