Large swarm of Medium constructs, Chaotic Neutral
Armor Class 25 Natural
Hit Points 5206 (500d20 + 100)
Speed 100 ft., fly 80 ft., swim 0 ft., burrow 70 ft., climb 90 ft.
STR
24 (+7)
DEX
20 (+5)
CON
28 (+9)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +16, DEX +14, CON +18, INT +14, WIS +14, CHA +14
Skills Acrobatics +20
Damage Vulnerabilities Lightning
Damage Resistances Radiant
Damage Immunities Poison, Psychic
Senses Truesight, Passive Perception 16
Languages All all Has an internal translator in its cpu
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Overdrive - When dropped to 1 HP, remove your CPU and put it in another robot up to 3 times

Actions

 Power fist - Rear back and punch the enemy with a power fist dealing 5d12+20 bludgeoning damage, +10 to hit, reach 5ft, pushes enemies 20 ft back

 .50 caliber destruction - Fire a .50 caliber rifle out of your hand dealing 10d12+15 piercing damage. +10 to hit, reach 600 ft. Targets a line.

Bonus Actions

Screw off - grab an opponent and throw them 60 ft away, additional +10 to the grapple check

Reactions

Sacrifice - when you would have taken a hit, sacrifice a robot clone by making them run into the attack killing them no matter how strong the attack

Legendary Actions

Destroy, 2 actions - grab an enemy and roll 1d6 to determain the amount of free attacks you get on them

grab your opponent and punch them over and over again until your fist is covered in blood

Mythic Actions

"THINK FAST CHUCKLENUTS" 3 actions - prepare your aim and chuck a limb of your choice at the enemies, which then explodes in a 40 ft range dealing 2d100+50 fire/force damage

Judge (Usable as a free action after any 2 actions) - Pick the player with the lowest Karma (if not doing karma system do most evil PC based on personality and alignment) Cannot target same PC twice consecutively 

Jury, 1 action (usable only after Judge) - Roll a d100 (percentile die) and keep that number in mind Can be interupted by 600 HP damage dealt before Executioner is activated

Executioner, 1 action (only usable after Jury)- Take the d100 roll from jury and roll that many d20 die. Dealt in any damage type you wish Movement is increased/decreased just enough to be within 5 ft of the target selected by Judge. Can only target opponent selected by Judge

Description

Do not lose as they are attempting to wipe out all organic life on the planet.

Lair and Lair Actions

A robotic warehouse filled with turrets and robot creation machine, roll a d12 to determain the amount of turrets in the lair

Turret blast - aim the turrets for 1 turn and then blast them at an enemy dealing 2d20+10 piercing damage for every turret in the lair. 

Turrets have 25 hp and can be destroyed with ranged attacks

 Robot Machine - Repairs damaged limbs to robots acter using "think fast chucklenuts"

Robot machine has 400 HP

 

Previous Versions

Name Date Modified Views Adds Version Actions
5/10/2024 2:15:04 PM
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Coming Soon

Habitat: Urban

RandomDude858

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