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Steam Warwalker (Fire) in Dungeons & Dragons 2024 (D&D)

Homebrew

Steam Warwalker (Fire)
HUGE CONSTRUCT

A large bipedal robot with cannons mounted on it. Its heavily armored and has special instruments to detect magic or hidden creatures.


Armor Class: 18 (Natural armor)

Initiative: +1 (11)

Hit Points: 200

Speed: 60 ft

Challenge: 12 (XP 6000; PB +4)
    MOD SAVE
STR 22 +6 +10
DEX 12 +1 +5
CON 22 +6 +6
    MOD SAVE
INT 10 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0

Skills: Perception +10 (accumulates with the rider), Athletics +10 (A)

Resistances: All damage except spells level 3+, Uncommon weapons, Force and Electrical

Immunities: Damage threshold 8, Poison, Necrotic, Divine, Mind Affecting

Senses: Darkvision 240 ft, Blindsight 10 ft

Languages: Pilot's languages


Traits

Mech. This creature is a piloted Construct uses its pilots languages, is insulated against effects and due to its heavy armour is hard to damage with conventional weapons.   High Tech Machine. This machine is high tech and has extra resistance to Magic. It has Advantage against Magical effect, can choose to succeed a Saving Throw against a magical effect once per turn and if a spell is cast within 15 feet it rolls a d6 , on a 6 it disrupts the spell.   Radio Hub. Can communicate and serve as a radio hub in a 100 km radius.


Actions

Multi Attack. It makes 2 arm attacks and a melee attack.   Cannon arm. 1d20+8 , on hit 2d12+8 bludgeoning damage, STR Save DC18 or get knocked prone.

  • Explosive Shell: Add 3d6+6 Force damage in a 15ft radius, DEX Save DC16 for half damage, make the prone save with disadvantage and adds 10ft to the push.
  • Gas Shell: Add 3d6+6 Acid damage in a 20ft radius, CON Save DC18 for half damage. Stays for 3 rounds or if a Gust of Wind spell is used.
  • Anti-Magic Shell: Dispells all magic effects in a 30ft radius, [Spell casting MOD] Save DC18, autofails when the creature is not a spellcaster. Stays for 1 round and can be ignored with 1 Power Die.
  • Electrical Shell: Add 3d6+6 Electrical damage in a 15ft radius, DEX Save DC16 for half damage. On failure CON Save DC18 or be stunned until the start of your next turn.
  Flamethrower. 60-foot Cone, all creatures make a Dexterity Saving Throw DC16, on failure it takes 8d8 Fire damage, on success half as much. It sets fire to any flammable objects.


Bonus Actions

Electrify hull. send an electrical charge through the hull to knock out any creature on top of the mech. Constitution Saving Throw DC16, on failure the creature falls prone next to the mech, on success nothing happens.   Search Light. The search light can be rotated by using a Bonus Action. It emits a 60 foot cone of bright light and a 120 foot more of dim light. Any Invisible creature caught in the bright light is revealed.


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