Modular. This construct can be altered by construction modifications. These can be small modifications or larger ones. (Clear with your GM if any modifications you want would work.)
Piloting. This construct needs to be piloted by a creature. The creature must be sentient. The construct can not use any actions or movement if it is not being piloted. If the pilot is removed the construct disanimates. On its turn, a creature can use its action, bonus action and movement to pilot this construct. The same can be done to exit the construct. Any spells a pilot is concentrating on will end. Spells that persist and don‘t require concentration remain active. The construct does not have its own initiative and its actions are used on the pilots turn.
Core Meltdown. If the constructs hitpoints are reduced to 0, the pilot needs to roll meltdown saves. These saves are done at the start of the constructs turn. After three failed saves, the constructs will explode and the pilot needs to make a DC 15 dexterity savingthrow. On a failed save, the pilot dies within the constructs explosion. On a successful save, the pilot is ejected from the construct at 0 hit points. Creatures within 10ft. of the construct to make a DC 15 dexterity savingthrow or take 5d10 fire damage or half as much on a successful save. On three successful meltdown saves, the construct stabilizes and can be repaired again.
Command: Crush. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 12 (1d10 + 4) [bludgeoning] damage. A creature hit with this attack may be moved 5ft. to an unoccupied space.
Command: Resistance. As a bonus action, the pilot can activate Command: Resistance. The construct gains resistance to all damage except psychic. This effect ends when the construct has not attacked or taken damage by the end of it‘s next turn. This effect can be used a number of times, equal to the pilots proficiency modifier. The construct regains any uses of this ability after the pilot recalibrates it as part of a long rest.
Command: Shield. As a bonus action, the construct can shield another creature within 5ft. of it. This gives the creature half cover.
Command: Step in. If a creature friendly creature within 5 ft. of the construct is attacked, the pilot can use their reaction to intercept the attack. The attacker needs to roll an attack giants the constructs AC. If the attack misses the original target takes half damage, with the construct taking the other half. On a successful attack the original target takes full damage.
Description
T.B.D
Lair and Lair Actions
Previous Versions
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12/16/2025 1:33:06 PM
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12/16/2025 7:17:22 PM
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