Large Construct, Unaligned
AC 18 (Reinforced Arcane Plating)    Initiative +0 (10)
HP 198 (19d10 + 95)
Speed 40 ft.
Mod Save
STR 24 +7 +11
DEX 10 +0 +0
CON 21 +5 +9
Mod Save
INT 1 −5 −5
WIS 1 −5 −5
CHA 1 −5 −5
Skills Athletics +10, Perception +4
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Lightning, Poison, Psychic; Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 14
Languages Understands the languages of its pilot but cannot speak
CR 12 (XP 8,400; PB +4)
Traits

Artificer-Only Pilot. The Animoid Siegewalker can only be piloted by an Artificer. Any creature with Artificer levels can spend a bonus action to connect to the Siegewalker. The Artificer stays inside the cockpit and takes control of the actions while wearing the Animoid Siegewalker.

Siege Engine. The Animoid Siegewalker deals double damage to objects and structures.

Actions

Multiattack. The Animoid Siegewalker makes two attacks in its turn: one with its Siege Fist and one with its Arcane Mortar.

Siege Fist. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

Arcane Mortar. Ranged Weapon Attack: +8 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) force damage. If the target is a creature, it must succeed a DC 16 Constitution saving throw or be stunned until the end of its next turn.

Overload Pulse (Recharge 5-6). The Siegewalker releases a burst of overcharged lightning energy in a 30-foot radius. Each creature in the area must make a DC 18 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one.

Reactions

Armored Reinforcement. When the Siegewalker takes damage from any source, it can use its reaction to gain resistance to the triggering damage type until the start of its next turn. It can use this reaction 3 times before needing to recharge on a long rest.

Legendary Actions

The Animoid Siegewalker can take 1 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Animoid Siegewalker regains spent its legendary action at the start of its turn.

Scan for Threats. The Siegewalker surveys its surroundings, making a Wisdom (Perception) check.

Description

Description: Standing 15 feet tall, the Animoid Siegewalker is a marvel of arcane engineering. Designed by an ancient order of Artificers to be the ultimate siege engine, this mech suit can only be controlled by those with the artificer's touch. Its hulking form is composed of thick, layered steel plating infused with runes of vitality, making it nearly impenetrable. The pilot sits inside a harness within the chest cavity, connected via arcane conduits that synchronize the pilot's thoughts with the machine's movements. Its powerful mechanical limbs are equipped with both artillery-grade arms for ranged attacks and wreaks havoc up close with brute force.

Lore: The Animoid Siegewalker was one of the last great creations of the Artificers of the Great Workshop deep below the mountain city of Halvarn. Built as walking tools of war designed to defend and expand the territory of the ancient gnomish empire, many were lost or destroyed in the chaos of the Sundering Wars. Modern Artificers still search the vast underways in hopes of one day discovering a functional unit, for the secret of their creation has long been forgotten.

Previous Versions

Name Date Modified Views Adds Version Actions
5/4/2026 9:37:54 AM
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Coming Soon

Treasure:  None

WilliamTaylor7652

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