Colossus of War. Liberty Prime occupies a 20-foot square. It can move through the space of Huge or smaller creatures, treating them as difficult terrain. A creature whose space Prime enters must succeed on a DC 26 Dexterity saving throw or take 27 (5d10) bludgeoning damage and be knocked prone.
Symbol of Absolute Destruction. Enemy creatures within 60 feet that can hear Liberty Prime must succeed on a DC 22 Wisdom saving throw or become frightened until the end of their next turn
Nuclear Power Core. When Liberty Prime is reduced to 0 hit points, it explodes. All creatures within 60 feet take 88 (16d10) fire and force damage, or half on a successful DC 25 Dexterity saving throw.
Multiattack. Liberty Prime makes two Slam attacks or one Slam and one Tactical Strike.
Slam. Melee Weapon Attack: +18 to hit, reach 15 ft., one target.
Hit: 36 (4d12 + 10) bludgeoning damage.
Freedom Strike (Recharge 5–6). Liberty Prime slams the ground. Creatures of its choice within 30 feet must make a DC 26 Strength saving throw or take 45 (7d12) bludgeoning damage and be knocked prone. Structures automatically take maximum damage.
Mini-Nuke Launch. Ranged Weapon Attack: +17 to hit, range 300 ft., one point.
All creatures within 20 feet of the impact must make a DC 25 Dexterity saving throw, taking 77 (14d10) fire and force damage on a failure, or half on a success. Terrain in the area becomes difficult terrain.
Liberty Prime can take 3 legendary actions choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Broadcast Demon regains spent legendary actions at the start of its turn.
Move. Liberty Prime moves up to half its speed.
Target Lock (Costs 2 Actions). Liberty Prime targets a creature it can see within 120 feet. The next attack it makes against that creature has advantage and deals an extra 22 (4d10) damage.
Democracy Detonation (Costs 3 Actions). Liberty Prime launches a short-range explosive charge. Creatures in a 15-foot radius must succeed on a DC 24 Dexterity saving throw or take 55 (10d10) fire damage and be knocked prone.







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