| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +7 |
| DEX | 9 | −1 | −1 |
| CON | 20 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 11 | +0 | +0 |
| CHA | 18 | +4 | +4 |
Fire Absorption. Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt.
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.
Multiattack. Caleb makes four attacks, using Bladed Arm or Fiery Bolt in any combination.
Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage.
Fiery Bolt. Ranged Attack Roll: +10, range 120 ft. Hit: 36 (8d8) Fire damage.
Poison Blast (Recharge 6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage.
Shoulder Cannon. Calub activates a cannon on his shoulders and shoots two musket balls at a target or two 1d20+10, dealing 4d6+5 piercing damage to a target.
Kinetic defence. When hit with a melee attack the attacker take 1d6 lighting damage from the suits auto defences.
Magical countermeasures. when hit with a magical attack Caleb can activate a magical aura from his cores to nulify the magics by absorbing them into his cores, if he does this three times he can use energy core overload.
Caleb has 5 legendary actions.
Attack. Caleb makes any attack action for one legendary action
Energy Core Overload. The three cores of power on the mech suit overload each shooting out a beam of light blue energy in a 20ft wide line of light reuiring a Dexterity saving throw DC20 to avoid taking 15d10 radiant damage and half as much on a succesful save, this costs all remaining legendary actions
Counter measures. Caleb can choose to always succeed a saving throw that he fails for one legendary action.
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