Medium Construct, Neutral
Armor Class 25 Integrated Protection(31 with shield)
Hit Points 399 (38d8 + 228)
Speed 60 ft., Fly 90 ft.
STR
26 (+8)
DEX
28 (+9)
CON
22 (+6)
INT
18 (+4)
WIS
20 (+5)
CHA
6 (-2)
Saving Throws STR +17, DEX +18, INT +13
Skills Acrobatics +18, Athletics +17, Insight +14, Perception +14
Damage Vulnerabilities Lightning, Piercing, Thunder
Damage Resistances Bludgeoning, Cold, Fire, Force, Necrotic, Radiant
Damage Immunities Poison
Senses Blindsight 120ft., Passive Perception 29
Languages all(3000 different languges)
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If Bronson fails a saving throw, he can choose to succeed instead.

Gun Master. You gain a +2 bonus to attack rolls you make with firearm weapons.

Automated Shield Protection. Bronson has a shield system engaged giving a +5 to Bronson's AC while active. While active this shield redirects all non-melee attacks, directed at Bronson to the shield itself, applying it's own resistances and immunities from the attacks. This shield has stats of AC 12, 149 hit points, and resistance to fire, cold, necrotic, force, lightning. It's immune to poison and piercing. While active, Bronson is not vulnerable to piercing damage.
Magic Protection(Shield only). Any time the shield is targeted(including redirected attacks) by a magic missle spell, or a spell that requires a ranged attack roll, the shield is unaffected.

Teleportation(4/day). Bronson is able to teleport using the exact description as described in the "Dimension Door" spell.

Actions

Multiattack. Bronson makes one weapon attack with JMI 9000 anti-material sniper rifle or two weapons attacks using any combination of the Handgun or  two Machine guns as one attack(one on each arm, with 5 shots each) or one of his melee weapons or Heavy Punch, including using the same attack twice.

Bonus Action. Bronson can use a weapon attack using one Machine Gun(5 shots) or Heavy Punch or Hand Blade.

Submission. Melee Weapon Attack: +17 to hit, reach 5 ft., 1 target. Hit:  44(8d8 + 8) bludgeoning damage. If Bronson grapples an opponent, he can make a melee weapon attack to his grappled target. On a hit the target is restrained until the grapple against the target ends. As long as an opponent is grappled by Bronson, he can use this attack as an action every turn.

Handgun - .60 RM 700 MAMMOTH(Reload 5). Ranged Weapon Attack: +20 to hit, range 60/240 ft., 1 target. Hit:  25(3d10 + 9) piercing damage.

Sniper Rifle - JMI 9000 anti-material (Reload 10). Ranged Weapon Attack: +20 to hit, range 200/800 ft., 1 target. Hit:  74(10d12 + 9) piercing damage.

Machine guns(Overheated 50/Recharge 5/6). Five Ranged Weapon Attacks: +10 to hit, range 200/800 ft., 1-5 targets. Hit:  3(1d6) piercing damage.

Heavy Punch. Melee Weapon Attack: +17 to hit, reach 5 ft., 1 target. Hit:  15(2d6 + 8) bludgeoning damage.

Alien Blade. Melee Weapon Attack: +17 to hit, reach 5 ft., 1 target. Hit:  34(4d12 + 8) slashing damage.

Hand-Integrated Blade. Melee Weapon Attack: +17 to hit, reach 5 ft., 1 target. Hit:  26(4d8 + 8) slashing damage.

Rocket pods (Reload 15) (Recharge 5-6).  Two Ranged Weapon Attacks: +21 to hit, range 80/320 ft., 1-2 targets. Hit:  18(2d8 + 9) force damage. Hit or miss, the target and each creature within 20 feet of the target must then make a DC 26 Dexterity saving throw, taking 28 (8d6) force damage plus 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Note: Overheat occurs when the gun fires the amount of times shown(machine gun counts as using five weapons shots) and must succeed on a Recharge roll noted.

 

Legendary Actions

The Bronson can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Bronson regains spent legendary actions at the start of its turn.

Attack. Bronson takes a Bonus Action attack.

Move. Bronson moves up to half his speed.

Shockwave(Costs 2 Actions)(Recharge 11-12). He can create a shockwave of disruptive sound and light, any creature withing 15 feet of Bronson must make a DC  21 Constitution saving throw or they are blinded and deafened for 1 minute.

Overdrive (Costs 3 Actions)(1/day):
Once the creature reaches 10% or less of its current hitpoints it may decide to activate this ability on its turn. The user's ability scores are treated as 5x until ended by the user. If this ability persists past 1d4-1(min 1) turns the user starts gaining a level of exhaustion for each turn past the limit of the dice roll.

Description

Mechanical super solder.

Previous Versions

Name Date Modified Views Adds Version Actions
4/24/2020 6:50:16 PM
13
0
1
Coming Soon
4/24/2020 6:51:31 PM
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Coming Soon
MaxMidnight

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