| 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 Glaive: Aegis Vortex. The Crusader begins spinning its glaive in a direction. All ranged attacks passing through a 20 ft. line in front of the Crusader are intercepted. All melee attacks directed at the Crusader are done at disadvantage and the attacker takes 1d20 lighting damage. The Crusader may maintain this state for 1 turn or until it is successfully struck by a melee attack. This attack can only be used once every turn and consumes 30 EN, it recharges 5 EN per intercepted attack.
Arclight Glaive: Surge. Melee Weapon Attack. The Crusader dashes 20 ft. forward, cleaving everything around it twice for 2d12 slashing damage + 2d8 lighting damage (x2). All non-mechanical creatures struck by this ability must succeed a DC 15 CON saving throw or be pulled in the direction the Crusader dashes in. All creatures that fail this save become Galvanized. This attack consumes 25 EN.
Arclight Handaxe: Sundering Charge. The Crusader digs its handaxe into the ground and begins charging forward for up to 50 ft. All creatures caught in its path take 1d20 lighting damage. The Crusader may end the charge early. When the charge ends the Crusader causes the ground to rupture as it pulls the handaxe out, it deals 1d12 bludgeoning damage + 3d8 lighting damage, on a successful DC 15 DEX saving throw this damage is halved. This attack consumes 10 EN + 5 EN per 10 ft. travelled, it then regenerates 10 EN for every creature struck by the charge.
Arclight Handaxe: Fiendbreaker. Ranged Weapon Attack: +10 to hit, range 100 ft., one target. Hit: 1d12 slashing damage + 2d12 lighting damage. The Crusader throws its handaxe at a target before magnetically pulling it back. If the target is hit it becomes Galvanized for 2 turns, if the target is already Galvanized it explodes for 1d12 lighting damage, all creatures within 10 ft. take the same damage and become Galvanized for 1 turn. This attack consumes 30 EN.
Stormlance Missile Pods. Ranged Weapon Attack. This weapon fires a sleek missile into the air that stabs itself into the ground, it then proceeds to radiate electrical arcs that deal 4d6 lighting damage every time to all non-mechanical creatures within 30 ft. if they move 10 ft. and are not prone, on a successful DC 13 DEX saving throw damage is halved. Should 2 stormlances be within 30 ft. on each other they will create a net of electricity, all creatures that pass through this net take 6d6 lighting damage and become stunned on a failed DC 16 CON saving throw. The stormlance will persist for 2 turns or until they are destroyed. 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 Glaive: the Crusader spins its glaive above its head before slamming its butt-end into the ground sending miniature lighting strikes in 4 directions forming a cross centered on the crusader that deal 1d20 lighting damage, this attack consumes 20 EN. Arclight Handaxe: the Crusader slams the handaxe into the ground dealing 2d12 slashing damage to all targets standing 10 ft. in front of it, then it pulls it out causing the ground to rupture in a 30 ft. cone dealing 1d12 lighting damage to all creatures caught by it and causing them to be knocked prone unless they succeed a DC 14 DEX saving throw (other Crusaders are immune to this effect), this attack generates 5 EN per creature hit.
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