Large Construct, Lawful Evil
AC 20 Power Construct Armor    Initiative +5 (15)
HP 400 (32d20 + 80)
Speed 30 ft., Fly 45 ft.
Mod Save
STR 22 +6 +11
DEX 14 +2 +7
CON 20 +5 +5
Mod Save
INT 18 +4 +4
WIS 18 +4 +9
CHA 14 +2 +2
Resistances Acid, Bludgeoning, Cold, Fire, Force, Necrotic, Radiant, Slashing, Thunder
Immunities Lightning, Piercing, Poison; Charmed, Deafened, Frightened, Paralyzed, Poisoned
Senses Passive Perception 18
Languages None
CR 13 (XP 10,000; PB +5)
Traits

Power Construct. Alastair Drake is in his Stilldew Industries (TM) Power Armor. He cannot be unwillingly removed from this Armor (unless something badass happens, you decide). While in his power armor, his movement speed cannot be reduced, and if he were to be unwillingly moved, he moves only half the distance (minimum of 5ft)

Shellshocked. Some of Alastair's abilities cause the condition of "Shellshocked". A Shellshocked creature receives the following detriments:
- They are deafened
- They can only take an action, bonus action, or movement
- They cannot take reactions.

Supernatural Adaptation. Whenever Alastair takes damage that isn't Bludgeoning, Piercing, Psychic, or Slashing. It is stored in his suit and he becomes resistant to the most recent damage he took. His next weapon attack deals an additional 2d4 of the most recent damage type he received.

Contingent Response 001: Radiance. When Alastair Drake reaches half-hp, the power armor is sheathed in Faux Starry Rite energy, as developed by Cornelius Silldew of Stilldew Industries (TM). This sacrifices defense for offense. He gains the following benefits:
- He loses all damage resistances. 
- He has advantage on saving throws against spells.
- His attacks deal an additional 6 force damage.
- His flying speed is doubled.
- When a creature is Shellshocked by one of his abilities, they are also blinded.

Actions

Bombard. Alastair makes 3 attacks. He can use any combination of his Power Gauntlet or Missile Launcher.

Operative 01(A): Power Gauntlet. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 18 (2d8 + 6) force damage. A creature hit by this attack must succeed on a DC 16 Strength Saving throw or be pushed 20ft away (he can push them up into the air) and fall prone. If they succeed they are only pushed 10ft away and do not fall prone. He can immediately follow this creature and make another attack against them, subjecting them to the saving throw again.

Operative 02: Missile Launcher. Ranged Weapon Attack: +11 to hit, range 90 ft., 1 target. Hit: 13 (2d6 + 6) force damage. A creature hit by this attack must succeed on a DC 16 Constitution Saving throw or be Shellshocked until the end of their next turn.

Operative 03: High Caliber (5-6). 60ft cone (or choose 3 creatures), DC 18 Dexterity Saving Throw, Fail: each creature in the cone takes 21 (6d6) piercing damage and their movement speed is halved until the end of their next turn. Success: half damage only.

Operative 08: Starry Collapse (6). Alastair may only use this when his "Contingent Response 001: Radiance" feature is active. 20ft radius sphere originating from him (or choose 3 creatures), DC 18 Constitution Saving throw, Fail: Each creature affected takes 28 (8d6) Force damage, is pulled toward Alastair in a straight line and is Shellshocked until the end of their next turn. Success: half damage only.

Bonus Actions

Operative 05: Short Flight. Alastair flies 30ft without provoking opportunity attacks. Grappling a creature does not reduce this movement.

Operative 04: Constrict. Choose 1 creature, DC 16 Strength Saving throw, Fail: A net shoots from the Admirals suit, wrapping up the target. They are pulled to Alastair and grappled and restrained until they find a reasonable way to escape the net. When Alastair moves, they are brought along with him in whatever direction he moves. He can end this grapple whenever he sees fit. Only one creature may be grappled in this way. 

Operative 09: Lightclap. Alastair may only use this when his "Contingent Response 001: Radiance" feature is active. Choose 1 creature, DC 16 Constitution saving throw, Fail: the creature is Shellshocked until the end of their next turn. 

Reactions

Contingent Response 002: Static Retaliation. When Alastair is hit by a melee attack, he can use his reaction to electrify his armor. Until the start of his next turn, whenever he is hit with a melee attack, the creature takes 2d4 lightning damage. This damage becomes 3d4 when he is in his "Contingent Response 001: Radiance" form.

Contingent Response 003: Reinforce. When Alastair is hit by an attack or fails a saving throw, he can add 5 to his AC or Saving throw bonus. He retains this bonus (either to AC OR Saving Throws) until the start of his next turn. This bonus increases to 6 when he is in his "Contingent Response 001: Radiance" form. 

Legendary Actions

Alastair has (3) legendary actions he can take when a creature ends their turn.  

Operative 06: Relentless. (1) Alastair moves up to half of his movement speed and makes a Power Gauntlet attack. 

Operative 07: Swiftly. (1) Alastair uses one of his bonus actions.

Contingent Response 004: Alternate. (2) Alastair switches his current "Contingent Response" reaction

Mythic Actions

At initiative count 20, Alastair can command his swarm of Sentinels to do one of the following things. This effect lasts until the next initiative count 20, and he cannot choose the same one twice in a row:

Commandment 1: Obscure. The Sentinels swarm Alastair and the battlefield: Alastair gains half cover (+2 AC and Dex saves), and attack rolls against Alastair have disadvantage. A creature can use a bonus action on their turn to make a Wisdom (Perception) check, DC 18. Succeeding on this check causes the Disadvantage to end.

Commandment 2: Overwhelm. Each creature must make a DC 18 Strength Saving Throw, on a failure they are grappled and take 4d4 bludgeoning damage. If an affected creature must make a saving throw to maintain concentration on a spell as a result of taking this damage, they make it with no Bonuses to the Saving Throw (straight roll). On a success they take half damage and the battlefield is difficult terrain for the duration.

Commandment 3: Destruct. Each creature must make a DC 18 Constitution saving throw as sentinels begin self-destructing, on a failure they take 23 (5d8) Force damage and become Shellshocked until the end of their next turn. On a success they take half damage only. 

Contingent Response 005: Prism. Alastair can only issue this command if his "Contingent Response 001: Radiance" feature is active. Each creature in the area must make a DC 18 Charisma Saving Throw or take 16 (3d8) Force Damage and roll a d8 and suffer a random effect:
- 1: They are Shellshocked until the end of their next turn.
- 2: They take 16 (3d8) more Force damage.
- 3: They must succeed on a DC 18 Constitution saving throw. On a failure they become grappled as their skin begins to turn to stone. At the start of their next turn, they repeat the saving throw, on a failure they become grappled and restrained. At the start of their following turn they repeat the save again, on a failure they are turned to stone. Succeeding on any of these saving throws ends this effect.
- 4: Their AC is reduced by 5 until initiative count 20.
- 5: The creature is teleported to a random plane of existence until initiative count 20.
- 6: If they are concentrating on a spell, the spell immediately ends. If they are not concentrating on a spell, their highest level unexpended spell-slot is expended.
- 7: The creature is polymorphed into a potted plant with an AC of 10 and 1 HP. Taking any damage will revert them to their original form.
- 8: Roll again, on a 1-7, suffer that effect. On another 8 the creature suffers a terrible fate (dealer's choice). If you can't think of anything: The creature is fully atomized and their soul is destroyed. They can only be returned to life and their soul reconstituted by the casting of a Wish spell.

Description

Get ****ed.

Porkgage

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