Commander Warbot (5e Creature)

From D&D Wiki

Jump to: navigation, search

Commander Warbot[edit]

Medium construct, unaligned


Armor Class 16 (natural armor)
Hit Points 85 (10d8 + 40)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 18 (+4) 20 (+5) 14 (+2) 1 (-5)

Saving Throws Dex +6, Int +10, Wis +7
Proficiency Bonus +5
Damage Resistances lightning
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands Common and the languages of its creator but can't speak
Challenge 13 (10,000 XP)


Mekhaus Loyalty. The warbot is immune to all effects that assume control over others in any way.

Personal Shield. At the start of combat, the warbot gains 100 temporary hit points.

ACTIONS

Multiattack. The warbot uses overload twice.

Overload. The warbot targets one creature it can see within 60 feet of it. The target must make a DC 18 Intelligence saving throw, taking 11 (2d10) psychic damage and 6 (1d12) lightning damage on a failed save, or half as much on a successful one.

BONUS ACTIONS

Command Ally. The warbot chooses any warbot under its command. That warbot can use its reaction to take one action of the warbot's choice.


Warbots are exactly what they are named: bots made for war. Commanders are the most intelligent of creations in army of Aeris Mekhaus. Cunning, swift and precise, these machines excel at leading groups of simple warbots in fight, and their link allows them to share data with others, gaining even more superiority in battle. That being said, they are still devoid of soul, so no creativity can be expected from them, and on great scale of war their tactics are simply not enough, thus their link is connected to Serl the Linkmaster, and through him to Mekhaus for control.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: