Huge Construct, Chaotic Evil
Armor Class 21 Titanium Plating
Hit Points 300 (40d10 + 10)
Speed 30 ft., fly 20 ft., climb 30 ft.
STR
24 (+7)
DEX
14 (+2)
CON
18 (+4)
INT
12 (+1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +12, DEX +7, CON +9
Damage Vulnerabilities Lightning
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine, Damage from Spells
Damage Immunities Necrotic, Psychic
Senses Blindsight 40ft, Tremorsense 40ft, Passive Perception 18
Languages Understands all languages from earth (like English & Japanese) but can’t speak
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the A.D.A.M. Project fails a saving throw, it can choose to succeed instead.

Magic Resistance. The A.D.A.M. Project has advantage on saving throws against spells and other magical effects.

Siege Monster. The A.D.A.M. Project deals double damage to objects and structures.

Actions

Multiattack. The A.D.A.M. Project can make three attacks: two with its Heavy Energy Cannons and one with its Kinetic Impactor or Blade Arm.

Heavy Energy Cannon. Ranged Weapon Attack: +10 to hit, range 300/1200 ft., one target. Hit: 27 (4d10 + 2) force damage.

Kinetic Impactor. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 7) bludgeoning damage.

Blade Arm. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 7) slashing damage.

Missile Barrage (Recharge 5-6). The A.D.A.M. Project launches a barrage of missiles at up to three different targets it can see within 300 feet of it. Each target must make a DC 18 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The A.D.A.M. Project can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The A.D.A.M. Project regains spent legendary actions at the start of its turn.

  • Move: The A.D.A.M. Project moves up to half its speed.
  • Heavy Energy Cannon Attack: The A.D.A.M. Project makes one Heavy Energy Cannon attack.
  • Defensive Systems (Costs 2 Actions): The A.D.A.M. Project activates its energy shields, gaining a +3 bonus to AC until the start of its next turn.

Description

The Adam Project or at least what It is named in the recovered files was made by mysterious inter-dimensional humans from a planet called earth. A prtivate company made a portal to our world and made a whole labatory with their alien technology. Before they were attacked by a dragon and eradicated. They left behind there robots which attack any tresspasers 


  • Armament: The A.D.A.M. Project is armed with an arsenal of devastating weaponry, ranging from precision energy cannons to massive kinetic impactors. Each component is meticulously integrated into its design, maximizing destructive potential while ensuring optimal efficiency on the battlefield.

  • Dexterity and Mobility: Despite its imposing size, the A.D.A.M. Project moves with fluidity and grace, its movements calculated and precise. Advanced servomotors and gyroscopic stabilizers grant it unparalleled agility, allowing it to navigate complex terrain and engage multiple targets with ease.

  • Sensory Suite: Equipped with advanced sensory arrays, the A.D.A.M. Project perceives the world with unparalleled clarity. Its sensors can detect even the faintest of movements, while its targeting systems lock onto adversaries with unerring accuracy, ensuring no foe escapes its wrath.

  • Defensive Systems: Layers of advanced composite armor shield the A.D.A.M. Project from harm, while energy shielding technology deflects incoming attacks with ease. Adaptive countermeasures provide additional layers of protection, ensuring its survival in the face of overwhelming odds.

  • Power Core: At the heart of the A.D.A.M. Project lies a miniature singularity reactor, a marvel of magical and technological fusion. This virtually limitless power source fuels its operations, allowing it to sustain extended engagements without fear of energy depletion.

The A.D.A.M. Project stands as a symbol of unbridled destruction, a harbinger of annihilation to those who dare oppose its might. Whether deployed as a weapon of war or a deterrent against aggression, its presence on the battlefield ensures victory for those who command it.

Lair and Lair Actions

The A.D.A.M Project II lies at the heart of the abandoned earthling laboratory among loose wires & broken machinery

Lair Actions

On initiative count 20 (losing initiative ties), the A.D.A.M Project takes a lair action to cause one of the following effects; the A.D.A.M can’t use the same effect two rounds in a row:

  • Activation of Defense Turrets: Automated defense turrets hidden within the laboratory activate, targeting creatures hostile to the A.D.A.M. Project. Three defense turrets appear in unoccupied spaces within 60 feet of the A.D.A.M. Project. Each turret can make one ranged attack with a +6 bonus to hit, dealing 2d8 fire damage. The Defense turrets have an AC of 9 and 14 hit points
Dancingdragon45

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