Large Construct, Unaligned
AC 19 (Reinforced Arcane Plating)    Initiative +1 (11)
HP 198 (19d10 + 95)
Speed 30 ft.
Mod Save
STR 22 +6 +10
DEX 12 +1 +1
CON 21 +5 +9
Mod Save
INT 6 −2 −2
WIS 8 −1 +3
CHA 5 −3 −3
Skills Perception +3
Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft.; Passive Perception 13
Languages Understands the languages of its pilot but cannot speak
CR 12 (XP 8,400; PB +4)
Traits

Pilot Dependent. The Arcanomech Guardian cannot function without a wizard attuned to it. A wizard must spend a short rest attuning to the Arcanomech, after which they control its actions completely while piloting it. The wizard may use their own Intelligence and spellcasting ability when casting from within the construct. Without the wizard, the mech becomes an inert object.

Arcane Defense Matrix. While piloting the Arcanomech, the wizard gains a +2 bonus to AC when using a reaction to cast a spell that increases their defense (e.g., Shield or Absorb Elements). Additionally, the mech emits an aura of arcane energy that grants the wizard resistance to force damage.

 

Actions

Multiattack. The Arcanomech Guardian makes two Arcane Fists attacks or one Arcane Fist attack and casts one spell the wizard knows while piloting.

Arcane Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and if the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Force Cannon. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 27 (6d6) force damage. The Force Cannon ignores nonmagical cover.

Arcane Barrage (Recharge 6). The Arcanomech Guardian channels multiple energy projectiles from its core. Enemies in a 15-foot cone in front of it must make a DC 16 Dexterity saving throw. On a failed save, creatures take 35(8d8) force damage, or half as much on a successful save. Creatures that fail their saving throw are also pushed back 10 feet.

Bonus Actions

Overcharge Core (Recharge 5-6). As a bonus action, the wizard can command the Arcanomech to overcharge its arcane core, causing it to radiate arcane energy. For 1 minute, all spell damage cast through the mech increases by 1d8 force damage. After this effect ends, the mech becomes overheated and cannot take reactions until it cools down (another 1 minute).

Legendary Actions

The Arcanomech Guardian 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 Arcanomech Guardian regains spent its legendary action at the start of its turn.

Arcane Empowerment. The Arcanomech Guardian momentarily enhances the wizard's spellcasting, allowing them to cast one spell of 2nd-level or lower. 

Description

Description: The Arcanomech Guardian is a towering mechanical construct designed specifically for use by powerful wizards. Standing over 12 feet tall, it resembles an arcane-infused battle suit that is impenetrable to most conventional attacks. Powered by arcane energy cores, it is impenetrable unless controlled from within by an attuned wizard. Without a wizard to pilot it, the Arcanomech remains inert and lifeless. However, under a skilled wizard, it becomes a formidable weapon of magic and might, capable of unleashing devastating magical and physical assaults.

Lore: The Arcanomech Guardian was developed by the archwizard Eldmorris during the peak of magical engineering. Intended as a tool for wizards to amplify their physical and magical prowess, these constructs were built from enchanted materials and powered by self-rejuvenating arcane crystals. Though only a few models were ever produced, each commanded respect and fear. Rumors suggest that evidence of these mechs still exists within hidden vaults beneath long-forgotten arcane citadels.

Previous Versions

Name Date Modified Views Adds Version Actions
5/4/2026 8:08:58 PM
6
12
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Coming Soon

Monster Tags: construct

Habitat: Any

Treasure:  None

WilliamTaylor7652

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