Armorer (5e Creature)

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Armorer[edit]

Medium humanoid (any race), any alignment


Armor Class 18 (plate)
Hit Points 202 (27d8 + 81)
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 16 (+3) 20 (+5) 18 (+4) 14 (+2)

Saving Throws Con +7, Int +9, Wis +8
Skills Arcana +13, Insight +8, Investigation +9, Perception +8
Proficiency Bonus +4
Senses passive Perception 18
Languages any four languages
Challenge 12 (8,400 XP)


Discharge (Bishop Form Only). At the start of each of the armorer's turns, each creature within 5 feet of it takes 7 (2d6) lightning damage. If a creature takes any of this damage, it can't make opportunity attacks against the armorer until the start of its next turn.

Flyby (Knight Form Only). The armorer doesn't provoke opportunity attacks when it flies out of a creature's reach.

Full-Body Carapace. The armorer's plate armor covers its whole body. While wearing its armor, it does not need to breathe, and it is immune to inhaled poisons. If the armorer suffers a critical hit, its armor cracks, and it loses the benefit of this feature.

Magical Warding (Rook Form Only). The armorer has resistance to damage from spells.

ACTIONS

Multiattack. If the armorer is in rook form, it makes two attacks. Otherwise, it makes three attacks.

Force Blade (Knight Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) force damage. Miss: Half damage.

Lightning Launcher (Bishop Form Only). Ranged Weapon Attack: +9 to hit, range 90/180 ft., one target. Hit: 12 (2d6 + 5) lightning damage, and the target is charged with lightning. Until the end of the target's next turn, any creature that starts its turn within 5 feet of the target (other than the initial target) takes 7 (2d6) lightning damage.

Thunder Gauntlet (Rook Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d12 + 5) thunder damage. The target has disadvantage on any concentration saving throw it makes as a result of this damage.

Gadget (Recharge 5-6). The armorer uses one of the below magical gadgets. Once a gadget is used, the armorer can't use it again until it finishes a long rest.

Vampiric Armor. The armorer's armor turns dark, and its gauntlets transform into foul claws. For the next 10 minutes, whenever the armorer hits a creature with a weapon attack, it can choose to deal necrotic damage (rather than the attack's normal damage). If it does, the target's hit point maximum is reduced by an amount equal to half the damage taken, and the armorer regains hit points equal to half the damage dealt. If a creature's hit point maximum is reduced to 0, it dies.

A creature's hit point maximum returns to normal when it finishes a long rest.

Missiles. The armorer fires a pair of missiles from within its armor, making the following attack twice.

Ranged Weapon Attack: +9 to hit, range 120 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target automatically fails its saving throw against the missile's explosion. Hit or Miss: The missile explodes. Each creature in a 10-foot radius sphere centered on the initial target must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage on a failure and half as much damage on a success.

Scouring Corona. The armorer's armor begins glowing. For the next 10 minutes, it sheds bright light in a 60-foot radius and dim light for a further 60 feet. A creature that starts its turn within 30 feet of the armorer or comes within 30 feet of the armorer for the first time on a turn must make a DC 17 Constitution saving throw, taking 17 (5d6) radiant damage on a failure and half as much damage on a success. A creature that fails its save is blinded until the start of its next turn.

BONUS ACTIONS

Shift Form. The armorer shifts the model of its armor between Bishop, Knight, or Rook. Its statistics, other than its size, are the same for each model.

REACTIONS

Adaptive Defense (1/day). The armorer adds 4 to its AC against one attack that would hit it. If this causes the attack to miss, it adds 4 to its AC against future instances of that attack made by the attacker for the next 10 minutes.

An armorer devotes their life to the study of defense. They forge suits of specialized plate armor, incorporating flight mechanisms and weapons of pure energy. These suits can shift between specialized forms. The most common include the bishop form for crowd control, the knight form for dueling, and the rook form to counter spellcasters. But these forms don't handle everything, so an armorer often keeps a brace of specialized gadgets to deal with certain foes.

Armorers might handle the defense of entire nations, creating armies and peacekeeping forces. More reclusive ones might retire to hidden forges deep underground or in the mountains, where they might produce magical armor... for those willing to meet the price. Of course, power corrupts, and a domineering armorer can easily become a ruthless conqueror. Such a foe possesses not only the power to break their enemies, but the calculated strategy to utterly crush any hope of dissent.

Tactics. Armorers begin battle by analyzing their enemies and picking out notable threats. Missiles are a favored opening, capable of either damaging a wide area or focusing on a smaller set of foes. They usually target spellcasters in their Rook Form, aiming for frail wizards and sorcerers. Against a party with capable healers, they might instead use their Vampiric Armor to deal out wounds an opponent might otherwise recover from. If sufficiently challenged, an armorer flies away from a fight to develop specific weapons and techniques with which to better destroy its enemies.

Variant: Alternate Gadgets

For more variety, consider switching out some of the armorer's gadgets for the below options. These alternate gadgets have no effect on the armorer's challenge rating.

Mind Scour. The armorer's armor briefly displays a cognitohazardous pattern that tears at memory. Each creature within 30 feet of the armorer that can see it must make a DC 17 Int saving throw. On a failure, a creature takes 27 (6d8) psychic damage, and it cannot see the armorer for 1 minute. The creature can repeat the saving throw at the end of each of its turns. On a success, it ends the effect. On a failure, it takes 9 (2d8) psychic damage.

Pacifying Gas. The armorer creates a burst of calming, poisonous gas in a 30-foot radius sphere centered on itself, where it lingers for 1 minute or until a strong wind disperses it. Each creature that starts its turn in the area or enters the area for the first time on a turn. must make a DC 17 Con saving throw. On a failure, a creature takes 9 (2d8) poison damage and is poisoned for 1 minute. While poisoned in this way, a creature is incapacitated and its speed is 0. The effect is suppressed until the end of the creature's next turn if it takes damage that isn't poison, or if another creature uses its action to shake it out of its stupor. This is an inhaled toxin.

Armor of Force. The armorer's armor emanates a barrier of force. For 1 minute, the armorer's AC increases by 4, and it has immunity to the magic missile spell. If the armorer is targeted by a disintegrate spell or any magic that destroys a creation of magical force, this effect ends.

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