Warmech (5e Creature)

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Design Note: This monster uses the Mythic Monster rules.

Warmech[edit]

Colossal construct, lawful neutral


Armor Class 30 (natural armor)
Hit Points 1,000 (23d66 + 230)
Speed 300 ft., fly 300 ft. (hover)


STR DEX CON INT WIS CHA
30 (+10) 20 (+5) 30 (+10) 23 (+6) 21 (+5) 19 (+4)

Saving Throws Strength + 21, Constitution + 21, Intelligence + 17, Wisdom + 16
Skills Perception + 26
Damage Immunities poison, psychic; nonmagical bludgeoning, piercing, and slashing damage
Condition Immunities charmed, frightened, poisoned, prone
Senses passive Perception 26
Languages speaks common; understands all languages (universal translator)
Challenge 40 ( XP)


Immovable. The warmech cannot be pushed or pulled against its will.

Irresistible Offense. The warmech's attacks bypass all forms of damage resistance and damage immunity.

Mega-scale Flight. The warmech can spend 1 minute, during which its concentration cannot be interrupted, to fully power its flight. While mega-scale flight is active, the warmech can reach speeds equivalent to approximately 5 times the speed of sound (1 mile/minute) in the atmosphere, or 1 light-year per hour in vacuum. In this state, the only actions the warmech can take are the dash action or to exit mega-scale flight.

Omniscanner Array. The warmech is considered to have truesight to a range of 10 miles around it without relying on sight.

Siege Monster. The warmech's attacks deal double damage to objects and structures.

Titan's Wake. The warmech can move through the spaces of Huge or smaller hostile creatures, and it can ignore difficult terrain or other effects that impede movement. If the warmech moves through a creature's space, that creature must succeed on a DC 26 Dexterity saving throw or take 115 (10d20 + 10) bludgeoning damage.

ACTIONS

Multiattack. The warmech makes three melee or ranged weapon attacks.

Fist. Melee Weapon Attack: +21 to hit, reach 30 ft., all targets of the warmech's choice within a 10-by-10 foot cube. Hit: 110 (10d20 + 10) bludgeoning damage, and the target is pushed up to 60 feet and knocked prone.

36-inch Autocannon. Ranged Weapon Attack: +16 to hit, range 1 mile., all targets of the warmech's choice within a 15-by-15 foot cube. Hit: 110 (10d20 + 5) piercing damage.

Contramagic Pulse. All creatures, objects, and magical effects of the warmech's choice within 900 feet of it are affected by a dispel magic spell (9th-level version).

Long-Range Nuclear Missile. Ranged Weapon Attack: +16 to hit, range 5 miles, one target. Hit: 70 (20d6) fire damage and 70 (20d6) bludgeoning damage, and the target is not allowed a saving throw to reduce the damage dealt. Each creature within 120 feet of the target must succeed on a DC 26 Dexterity saving throw, taking the listed damage on a failed save, or half as much damage on a successful one. Additionally, a 120-foot radius area centered on the target becomes an area of heavy radiation for 24 hours. The warmech has 10 long-range nuclear missiles, and can make ten more via internal process, provided it is supplied with a source of radioactives.

Megalaser. All creatures within a 45-foot wide, 900-foot long line must succeed on a DC 26 Dexterity saving throw, taking 105 (10d20) force damage and 105 (10d20) radiant damage on a failed save, or half as much damage on a sucessful one.


A warmech is a gigantic robot, armored with several feet of composite plating and equipped with enough weaponry to annihilate entire civilizations. Some highly advanced alien civilizations use them as anti-planetary weapons. A typical warmech stands 100 feet in height and weighs 700 tons.



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