Large Construct, Unaligned
Armor Class 21 (natural armor)
Hit Points 161 (17d10 + 68)
Speed 30 ft.
STR
22 (+6)
DEX
15 (+2)
CON
19 (+4)
INT
6 (-2)
WIS
12 (+1)
CHA
5 (-3)
Saving Throws CON +8, WIS +5
Skills Perception +5
Damage Immunities Poison, Psychic
Senses Darkvision 60 ft., Passive Perception 15
Languages Understands the languages of its creator but can't speak, Telepathy 60 ft. (with other automatons only)
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Weakpoint. The automaton has a large heat sink in it's back, which can be targetted (AC 23), causing it to malfunction, the automaton taking an extra 10 (3d6) fire damage from the triggering attack.

Immutable Form. The automaton is immune to any spell or effect that would alter its form.

Magic Weapons. The automaton's weapon attacks are magical.

Actions

Multiattack. The automaton makes two slam attacks, any of which it can replace by three superheavy plasma blaster attacks. Or it uses it's missile barrage twice.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 13 (2d6 + 6) bludgeoning damage.

Superheavy Plasma Blaster. Ranged Weapon Attack: +6 to hit, range 80/240 ft., one target. Hit: 11 (2d8 + 2) fire damage.

Missile Barrage (6/Day). The automaton releases a missile, targeting a point it can see within 120 feet. All creatures in a 10 foot radius from this points must make a DC 15 Dexterity saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one explosion is affected only once.

Description

Large boxy automatons that are little more than a kill-box on legs, delivering heavy firepower from afar or dicing and roasting foes in close combat. Heavily armored, they are a center point around which automatons forces organize and pivot. Such power requires a lot of energy, and like their smaller kin they are still prone to overheating.

DCR 10 - OCR 10

_Lucanoptek_

Comments

Posts Quoted:
Reply
Clear All Quotes