Titan Warbot (5e Creature)

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Titan Warbot[edit]

Gargantuan construct, unaligned


Armor Class 18 (Hermetically sealed armor)
Hit Points 330 (20d20 + 120)
Speed 40 ft


STR DEX CON INT WIS CHA
24 (+7) 8 (-1) 22 (+6) 4 (-3) 10 (+0) 1 (-5)

Saving Throws Str +13, Wis +6
Damage Resistances Lightning, Fire
Damage Immunities Poison, Psychic
Condition Immunities Poisoned, Exhausted, Charmed, Frightened
Senses darkvision 180 ft., passive Perception 10
Languages Understands Common and languages of his creator, but cannot speak
Challenge 18 (20,000 XP)


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

Siege Monster. The warbot deals double damage to objects and structures.

Anti-magic shield generator. The warbot and each creature friendly towards it in 100 ft radius has advantage on saving throws against spells and other magical effects, but warbot has disadvantage on all attack rolls. Can be turned on and off as bonus action.

"Fail-Safe switch" The warbot have tunnels serving as heat exchangers to cool it down when it is operating. Any small and smaller creature can squeeze through those "vents" to center of titan. To find a way creature need to pass DC 12 Intelligence(Investigation) test, taking one as an action on its turn. Every turn when creature is inside warbot, it takes d6 fire damage. When creature succedes on total three checks it crawls into small reactor room with one leaver. Pulling the leaver shuts down warbot, rendering it unconsious. Warbot can do it itself, but it cannot reactivate itself in that way.

ACTIONS

Multiattack Titan warbot makes two slam attacks or two homing missile attacks. Alternatively it uses megagun barrage or reactor scorch.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage.

Homing Missile. Ranged Weapon Attack: +11 to hit, reach 200 ft., one target. Hit: 28 (4d10 + 7) fire damage.

Megagun Barrage. Recharge(5-6): Titan warbot shoots miniguns mounted on its arms in 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 45 (10d6) piercing damage on a failed save, or half as much damage on a successful one.

Reactor Scorch. Once a day: Titan warbot overcharges its reactor, emiting scorching heat through its vents. Each creature in 40 foot radius not behind total cover must make a DC 19 Constitution saving throw, taking 110 (20d10) fire damage on a failed save, or half as much damage on a successful one. Warbot itself is suspected to this attack, as well as anyone inside it. After using this ability warbot shuts down its anti-magic shield generator, and cannot reactivate it until repaired.


Warbots are exactly what they are named: bots made for war. Titans are hulking behemots armed with destructive weaponry. Anti-magic field generator mounted in them greatly enchances their battle abilities when paired with other units, at the expense of limiting power output of weapon systems. Simple, yet powerful design makes them commonly used by Aeris Mekhauss, their god creator. In case of malfunction they have internal switch, shutting them down. As Mekhaus said, just in case.



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