Huge Construct, Unaligned
Armor Class 25 Heavy Pressurized Armor
Hit Points 250 (20d10 + 50)
Speed 30 ft., Swim 30 ft., Climb 30 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws STR +12, CON +12
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Poison, Psychic
Senses Passive Perception 1
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Death Machine. The Arcane Tank does not require food, drink, air, or sleep.

One With The Machine. The 3 person crew adopts the immunities and resistances of the Arcane Tank as well as the Death Machine Trait while within the vehicle. The 3 person crew cannot be removed from the Arcane Tank unless the crew member willingly ejects.

One of the Crew. The following outlines the basic roles of the 3 person crew, the duties of each member can be passed between the 3 crew members as necessary.

  • Driver: This crew member can spend the PC movement action to use the Arcane Tank's movement and as an action can use the Treaded Trampling Attack. If the Arcane Tank is forced to make a contested check or saving throw, this crew member makes it on the tank's behalf.
  • Gunner: This crew member can use the Arcane Artillery Attack as an action 1d6 times per turn. After determining the number of possible projectile, choose one of the projectile options. On a Nat 20, the critical hit does triple damage AND another shot is immediately fired (this can be chained). On a Nat 1, the turret overheats and cannot be fired until the engineer (or a substitute crew member) spends the action
  • Engineer: This crew member can spend an action to conduct the following actions
    • Repair: Heal the Arcane Tank by 5d10 hit-points.
    • Deploy Shielding: grant a creature or object within 5ft of the tank the AC of the Arcane Tank until the start of the Engineer's next turn.
    • Bomb's Away: deploy a mine within 5ft of the Arcane Tank. All designated allies and the Arcane tank are immune to the mine's effects. Targets must succeed on a DC 20 Athletics check or be launched 200ft into the air. The target will suffer 20d6 falling damage at the start of the Engineer's next turn.
    • MAXIMUM OVERDRIVE (NOT RECOMMENDED): All damage done by the tank is doubled, the speed of the Arcane Tank is doubled, and the Driver and Gunner are granted an additional action. This effect lasts until the start of the Engineer's next turn, when the Engineer must roll 1d6. Unless a 6 is rolled, the Arcane Tank explodes and deals 10d12 force damage to all creatures and objects
Actions

Ready for Battle. The Arcane Tank can use Treaded Trampling and Arcane Artillery up to 1d6 times.

Treaded Trampling. Melee Weapon Attack: +10 to hit, reach 15 ft., all grounded targets between the starting and end point of the 15ft charge (this 15ft is independent of movement). Hit: (4d10 + 10) Force damage.

Arcane Artillery. Ranged Weapon Attack: +10 to hit, range 150/300 ft., 1 target and a 5ft radius. Hit: (2d10 + 10) damage specified by the projectile choice in addition to other specified effects.

  • Caustic Canister (Acid) The target(s) must succeed on a DC 20 dexterity save or suffer an additional 8d4 acid damage. The resulting puddle of acid will last until the start of the Gunner's next turn and will force a dex save to any creature of object entering the space.
  • Unstable Firework (Fire) The target(s) must succeed on a DC 20 dexterity save or catch fire for an additional 4d4 damage. If the creature affected uses an action (that is not used for extinguishing flames) or movement, all creatures within 5ft of the affected creature must make the save. The burning effect is extinguished by an action.
  • Cryogenic Canister (Ice): The target(s) must make a DC 20 constitution save or have a movement speed of 0 until the start of the Gunner's next turn.
  • Static Charge (Lightning): The target(s) must make a DC 20 dexterity saving throw or the damage is chained to another creature or object within 5ft of the targets. If the affected creatures and objects are in water or a conductive material, the total damage (after critical hits) are doubled.
  • Nuclear Javelin (Radiant): The target(s) must succeed on a DC 10 constitution save or suffer a level of exhaustion. The affected area will force a save for the next 1d100 years.
  • Boombox (Thunder): The target(s) must succeed on a DC 20 constitution save or be launched 10ft horizontally in a designated direction.
Bonus Actions

Mode Switch. The Arcane Tank in default/activation state is in walking speed mode. Each member of the 3 person crew uses a bonus action simultaneously switches between the speed types. The three person crew must agree on the switch before it engages. Otherwise, the bonus action is wasted.

Reactions

NO. The Arcane Tank automatically succeeds on a saving throw or an attack roll (excluding critical hits) automatically misses.

Description

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TimSkalabim

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