| 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 |
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.
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.
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.
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
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/4/2026 9:37:54 AM
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4
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3
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Coming Soon
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