Medium Construct, Neutral
Armor Class 14 (natural armor)
Hit Points 15 (3d8 + 5)
Speed 25 ft.
STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws STR +5, CON +4
Skills Athletics +5, Perception +2
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages understands the languages spoken by its creator
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Might of the Master. The following numbers increase by 1 when its creator's proficiency bonus increases by 1: the archanomecha’s skill and saving throw bonuses (above), and the number of hit points restored by its Repair action (below). When the creator reaches 4th, 8th, 12th, 16th, and 19th level, one of its ability scores of the creators choice increases by 2, or two ability scores by 1. Its ability scores can't be increased above 20 in this way.

Primary Arm. The archanomecha has two arms, the stronger of which is dubbed the primary arm. The primary arm can wield any melee weapon which does not possess the two-handed property.

Secondary Arm. The secondary arm can wield any melee weapon which possesses the light property.

Cockpit. The archanomecha has an interior space the same size as its creator (either Medium or Small). If the cockpit is unoccupied, any creature of this size can mount the archanomecha and enter its cockpit by spending half their movement. While mounted inside the cockpit, a creature has half cover from any external threats.

Pilotable. A creature mounted inside the cockpit of the archanomecha can spend their action to attempt to gain control of the mech, provided they possess appendages capable of doing so. The creature must succeed on an Intelligence check with DC equal to 12 + the creator's Intelligence modifier. On a success, the creature assumes control of the mech until either the creature dismounts or is incapacitated. The creator of the mech takes control of it as soon as they enter the cockpit, without spending their action to do so. A creature controlling the mech from within the cockpit is referred to as its pilot. A pilot can not wield a shield or weapon while controlling the mech.

Combat With Pilot. In combat, if the archanomecha has a pilot it shares initiative count with the pilot and takes its turn at the same time as the pilot. The archanomecha can take an action, bonus action, and reaction at the cost of its pilot's action, bonus action, and reaction, respectively. If the mech wields or carries an item which requires attunement, it gains the specified magical benefits of the item if the pilot has attuned to the item. The archanomecha can only take one action, bonus action, and reaction per round of combat, even if its pilot changes during that round of combat.

Combat Without Pilot. In combat, if the archanomecha does not have a pilot it shares initiative count with its creator and takes its turn at the same time as its creator. The creator can verbally command the archanomecha where to move (no action required). Its creator can spend their bonus action to verbally command the archanomecha to take the Repair action or the Dash, Disengage, Help, Hide, or Search action. If no command is given, the mech automatically takes the Dodge action on its turn. If the mech wields or carries an item which requires attunement, it gains the specified magical benefits of the item if the creator has attuned to the item.

Mendable. If the mending spell is cast on the archanomecha, it regains 2d6 hit points. If it has died within the last hour, the creator can use their smith’s tools as an action to revive it, provided they are within 5 ft. of it and they expend a spell slot of 1st level or higher. The archanomecha returns to life after 1 minute with all its hit points restored.

Actions

Repair (3/Day). (Requires either the pilot's or creator's bonus action.) The magical mechanisms inside the archanomecha restore hit points equal to 2d8 + the creator's proficiency modifier (2d8 + 2) to itself or to one construct or object within 5 feet of it.

Primary Armed Strike. (Requires pilot's action.) Melee Weapon Attack: make an attack with the weapon held in the mech's primary arm using the mech's STR modifier (+3), and add the pilot's proficiency modifier (+2) if they are proficient with the weapon. Hit: weapon damage + mech's STR modifier (+3).

Secondary Armed Strike. (Requires pilot's bonus action.) Melee Weapon Attack: make an attack with the weapon held in the mech's secondary arm using the mech's STR modifier (+3), and add the pilot's proficiency modifier (+2) if they are proficient with the weapon. Hit: weapon damage + mech's STR modifier (+3).

Unarmed Strike. (Requires either pilot's action or bonus action.) Melee Weapon Attack: reach 5 ft., one creature; use the mech's STR modifier (+3) and the pilot's proficiency modifier (+2) to make the attack. Hit: 1d6 + mech's STR modifier (1d6 + 3) bludgeoning damage.

Reactions

Shake Off. When a hostile creature attempts to mount the archanomecha, the mech can attempt to throw them off. The creature must succeed on a DC 14 Dexterity saving throw or take 1d6 bludgeoning damage and be knocked prone.

Description

The archanomecha, or "mech", is a metallic construct which resembles a large humanoid. The creator determines the archanomecha's appearance: it may have a fully enclosed chassis with a canopy atop with a seat and control panel, or it may be a hollow, close-fitting, archanomechanical suit of power armor; their choice has no effect on its game statistics.

Archanomechas vary in size from 6 to 8 feet tall, and weigh between 180 and 360 pounds. By necessity, a mech is always at least as large as, or larger than, its creator.

Previous Versions

Name Date Modified Views Adds Version Actions
11/26/2019 5:53:18 PM
180
46
1.0
Coming Soon
12/1/2019 9:46:31 PM
342
244
1.0.1
Coming Soon

Monster Tags: Artificer

scottclowe

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