Magic Resistance: The Armor has advantage on saving throws against spells and other magical effects.
Jump Jets: The Armor can hover 5ft off the ground and move at half its move speed. As a bonus action, the Armor can over-charge the jump jets to propel itself 40 feet upwards, at the cost of 10 heat. The Armor can then glide for up to 100ft, or until it lands. If at the end of its glide it has not landed, it falls the rest of the way.
Immutable Form. The Armor is immune to any spell or effect that would alter its form.
Repairable. As long as it has at least 1 hit point remaining, the Armor regains 1 hit point when a mending spell is cast on it.
Stealth Armor Plating (if Equipment present) (Reduce Maximum Heat by Half):
Magical reflective panels produce a mirage effect. Incoming ranged attacks targeting the Arcano-Mech have disadvantage. While standing still, the Arcano-Mech is considered invisible, and cannot be detected directly by magical means.
Multiattack. The Arcano-Mechanical Armor makes two slam attacks and uses Equipment.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 6) bludgeoning damage.
Equipment. The Arcano-Mechanical Armor activates one of its attached equipment.
Reactive Anti-Projectile Shield (R.A.P.S.) (if Equipment present) (10 Heat). Protective magic enshrouds the Arcano-Mechanical Armor. As a reaction, the Armor may reduce the damage taken by any ranged attack by 19 (2d10+8). If the damage is reduced to 0, a small rift appears and absorbs the projectile entirely.
Description
When this apparatus is first discovered, the DM will decide or roll on 1d4-1 (min. 1) pieces of equipment. (The apparatus can have multiple Arcane Missile Swarm Equipment, otherwise, if a duplicate Equipment is rolled, roll again)
| d8 | Equipment |
|---|---|
| 1 | Flame Vents |
| 2 | Arcane Missile Swarm |
| 3 | Broadswords |
| 4 | Gauntlets of Elemental Power |
| 5 | Debilitating Radiation |
| 6 | Reactive Anti-Projectile Shield |
| 7 | Stealth Armor Plating |
| 8 | Target Acquisition and Guidance |
Equipment
Flame Vents (30 Heat). A wave of fire is vented out around the Arcano-Mechanical Armor. Each creature in a 15-foot sphere originating from it must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 22 (4d8+4) fire damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed.
This attack ignites flammable objects in its area that aren’t being worn or carried.
Arcane Missile Swarm (A.M.S.) (30 Heat). Ranged Weapon Attack: +10 to hit, range 80/160 ft. (can’t hit targets within 30 feet of it), one target.
A flurry of 13 (1d20+2) arcane missiles launch from openings in the Arcano-Mechanical Armor's shoulder. The missile swarm speeds towards a target within range. Hit: 2 (1d4) force damage per missile.
If the attack roll is a 1, all missiles detonate shortly after leaving the Armor, dealing 2d6 force damage to the Armor, and increasing heat by an additional 20 points.
If the Armor has two Arcane Missile Swarms equipped, it may fire both during its Equipment usage at the cost of 70 heat. Each AMS acts independently. It must make an attack, hit, and damage roll for each, and if one misfires, it does not affect the other.
Broadswords. The Arcano-Mechanical Armor’s arms contain retractable broadswords. The Armor’s Slam attack becomes a Broadsword attack, dealing 15 (2d8+6) slashing damage and is considered a magic attack for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, the Armor may make an additional attack with the offhand broadsword each time it makes an attack. Attacks made this way deal 5 (1d8) slashing damage
Gauntlets of Elemental Power (25 Heat). The gauntlets of the Arcano-Mechanical Armor glow with energy, and become infused with elemental energy. This energy extends to any weapon wielded by the Armor. Until the end of the Armor’s next turn, all melee attacks deal an additional 9 (2d8) damage. Roll a d8. The number rolled determines the damage type dealt by the melee attacks. This attack has different effects based on which element is selected.
| d8 | Damage Type | Effect |
|---|---|---|
| 1 | Acid | Target must succeed on a DC15 CON save or it takes an additional 1d8 acid damage at the end of its next turn |
| 2 | Cold | Target must succeed on a DC15 DEX save or it’s movement is reduced by 10ft until the beginning of their next turn |
| 3 | Fire | Target must succeed on a DC15 DEX save or is ignited (1d4 fire damage at the start of its turn, 1 action to put out) |
| 4 | Force | Target must succeed on a DC12 STR save or be knocked prone |
| 5 | Lightning | Target must succeed on a DC9 CON save or be stunned until the end of their next turn |
| 6 | Poison | Target must succeed on a DC12 CON save or become poisoned for 1d4 turns |
| 7 | Psychic | Target must succeed on a DC11 WIS save or become affected by Bane until the end of their next turn |
| 8 | Thunder | Target must succeed on a DC11 CON save or become silenced until the end of their next turn |
Debilitating Radiation (30 heat). The Arcano-Mechanical Armor opens up its chestplate, exposing the power core briefly, directing the radiating energy in 30-foot line that is 5 ft. wide. Each creature in the line must make a DC 16 Constitution saving throw. On a failure, the creature takes (22) 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. On a success, the creature takes half damage, and does not suffer the additional effects.
The light and any levels of exhaustion caused by this spell fade after 1 minute.
Target Acquisition and Guidance (T.A.G.) (10 Heat). The Arcano-Mechanical Armor creates a thin red beam of light between itself and a creature it can see within 160 feet. While this beam is unbroken, the Armor has advantage on attacks against the creature. The effect ends if the target is ever outside the effect’s range, or if it has total cover from the Armor.
Heat
The Arcano-Mech’s abilities all generate heat. Too much heat can cause the mech to overheat, dealing damage to itself and its pilot, and shutting down briefly to vent the heat.
Venting. While it is not incapacitated, the Arcano-Mech’s built-in ventilation reduces heat by 10 at the beginning of its turn. If the Arcano-Mech used no equipment last turn, heat decreases by an additional 10.
Overheat. If the Arcano-Mech reaches 100 heat, it shuts down for emergency cooling. The Arcano-Mech takes 4d10 fire damage, and its pilot (if it has one) takes half as much. Additionally, the Arcano-Mech becomes stunned until the end of its next turn, venting half of its maximum heat in the process. If this damage reduces the Armor to 0 hit points, it self destructs at the start of its next turn. All creatures within 25 feet must make a DC20 DEX save. A creature takes 10d10 fire damage on a failed save and half as much on a successful one.
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