| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +13 |
| DEX | 19 | +4 | +4 |
| CON | 24 | +7 | +13 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 15 | +2 | +2 |
| CHA | 5 | −3 | −3 |
Angelic Authority. This machine cannot be surprised. If the Authority is struck by radiant damage it loses 10 EN and becomes blinded for 1 turn regardless of immunity.
Voltaic Energy Generator. The Crusader begins combat with 100 energy (EN). If the Crusader reaches 0 EN it becomes incapacitated for 1 turn after which it recovers 100 EN. Recover 20 EN at the end of every turn.
Galvanize. Some of the Crusaders attacks leave their targets Galvanized. Galvanized targets deal an additional 1d20 lighting damage on weapon attacks and gain 10 ft. movement. Should a Galvanized creature take lighting damage the lighting damage in question will bounce to all other Galvanized creatures within 10 ft. once at half its original power.
IR Sensors. This machine can launch ranged attacks against targets hiding behind cover and can see through invisibility.
Regenerative Hull. This machine begins restoring 1d12 HP every turn if it has not received damage for 1 round.
Conduit. Whenever the Crusader takes lighting damage it gains temporary HP equal to damage taken + 2d12.
Pulse Drive. The Crusader engages its boosters and begins skating across the ground. It can spend 10 EN to move an additional 10 ft.
Immutable Form. This machine is immune to any spell or effect that would alter its form.
Arclight Greatsword: Tempestuous Strike. The Crusader raises its greatsword above its head and launches a downward strike that sends a wave of electricity forward in a 50 ft. line. All creatures caught in the wave of electricity take 2d12 lighting damage while creatures caught by the initial strike take an additional 3d12 + 7 slashing damage with a +10 to hit. This attack consumes 40 EN, if the initial strike hits a creature the Crusader regains 20 EN.
Arclight Greatsword: Lighting Thrust. Melee Weapon Attack: +10 to hit, 40 ft. range, one target. Hit: 2d12 piercing damage. The Crusader dashes to a target, all creatures along its path are knocked back 10 ft. and take 1d20 lighting damage. Creatures that take lighting damage from this attack are Galvanized for 1 turn. This attack consumes 10 EN + 10 EN per 10 ft. travelled to the target.
Arclight Warhammer: Thuderclap. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 3d12 bludgeoning damage. The Crusader bashes a target away, knocking it back 40 ft. Upon being hit a 30 ft. cone of electricity bursts from the target in the direction it is sent flying dealing 1d20 lighting damage to all targets caught within including the initial one, take half damage on DC 12 DEX saving throw. This attack consumes 30 EN and recovers 5 EN per creature hit by the blast.
Arclight Warhammer: Boltquake Melee Weapon Attack: +8 to hit, range 10 ft., 20 ft. radius. Hit: 1d12 bludgeoning damage + 1d12 lighting damage. The Crusader slams its warhammer into the ground up to 3 times. The ground where it struck becomes Galvanized, all non-mechanical creatures that step in it become Galvanized for 1 turn. This attack consumes 15 EN per slam.
Pincer Missile Pods. Ranged Weapon Attack. This weapon takes 1 turn to lock-on to 1 target before firing. Each missile has 8 initiative, 30 ft. movement and 20 AC, they immediately begin pursuing their target in a pincer attack, they can be intercepted by attacks. Upon reaching 5 ft. of their target, they both detonate in a 20 ft. radius, dealing 5d12 fire damage each. The Crusader has a pod on each shoulder, each taking 2 turns to reload after firing. The missiles cannot be fired against targets within 20 ft.
Adaptive Combat Measures. The Crusader swaps armaments. This bonus action has different additional effects depending on what armament the Crusader swaps to. Arclight Greatsword: the Crusader enters a parrying stance that lasts until it takes an action or until it is hit with an attack, while in parrying stance it imposes disadvantage on all ranged attacks directed at it, for each attack that is "parried" regain 5 EN. Arclight Warhammer: the Crusader lifts the warhammer, bolts of electricity surge from it, striking itself and all creatures within 20 ft. who must make a DC 16 DEX saving throw (the Crusader forcibly fails this saving throw), taking 2d12 lightning damage on a failed save, or half as much on a success, this consumes 20 EN.
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