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Critter DB

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0% found this document useful (0 votes)
42 views4 pages

Critter DB

Uploaded by

Nate
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Magitek Machinery

MA-X C uirass 19 M agitek A rmor 16 M agitek A ssassin 16


Huge Construct, Unaligned CR Large Construct, Unaligned CR Medium Construct, Unaligned CR

Armor Class 22 (natural armor) Armor Class 20 (natural armor) Armor Class 18 (natural armor)
Hit Points 409 (21d20 + 189) Hit Points 315 (18d20 + 126) Hit Points 157 (15d12 + 60)
Speed 30 ft. Hover 20 ft. Speed 30 ft. Speed 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
28 (+9) 18 (+4) 28 (+9) 18 (+4) 18 (+4) 16 (+3) 18 (+4) 14 (+2) 25 (+7) 18 (+4) 18 (+4) 18 (+4) 18 (+4) 20 (+5) 18 (+4) 19 (+4) 18 (+4) 16 (+3)

Saving Throws Str +15, Dex +10, Con +15 Saving Throws Str +9, Con +12, Wis +9 Saving Throws Dex +11, Con +10, Int +10
Skills Perception +10, Athletics +15 Damage Resistances bludgeoning, piercing, slashing Skills Stealth +17, Perception +9, Acrobatics +11
Damage Vulnerabilities psychic Damage Immunities poison, psychic Damage Vulnerabilities radiant
Damage Resistances bludgeoning, slashing, piercing, Condition Immunities poisoned, charmed, stunned, Damage Resistances bludgeoning, piercing, slashing,
radiant, necrotic exhaustion, blinded necrotic
Damage Immunities lightning, poison, thunder Senses Darkvision 120ft, Blindsight 60ft, passive Perception Damage Immunities poison, lightning
Condition Immunities poisoned, exhaustion, paralyzed, 14 Condition Immunities poisoned, blinded, exhaustion,
grappled Languages — charmed
Senses Blindsight 60 ft., passive Perception 20 Challenge 16 (15000 XP) Proficiency Bonus +5 Senses Truesight 120ft, passive Perception 19
Languages — Languages Common, Plus two languages, But can't speak
Challenge 19 (22000 XP) Proficiency Bonus +6 Magic Resistance. the magitek armor has advantage on Challenge 16 (15000 XP) Proficiency Bonus +6
saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If the ma-x cuirass fails a Assassinate. During its first turn, the magitek assassin has
saving throw, it can choose to succeed instead. Ride Armor. The Magitek Armor is considered a construct advantage on attack rolls against any creature that hasn't
for purpose of any resistance check. However, there is the taken a turn. Any hit the magitek assassin scores against a
Magic Resistance. the ma-x cuirass has advantage on need of a pilot. If the pilot is targeted by an attack and is surprised creature is a critical hit.
saving throws against spells and other magical effects. hit, the armor takes double damage.
Sneak Attack (Assassin). Once per turn, the magitek
Immutable Form. the ma-x cuirass is immune to any spell Immutable Form. the magitek armor is immune to any assassin deals an extra 22 (6d6) damage when it hits a
or effect that would alter its form. spell or effect that would alter its form. target with a weapon attack and has advantage on the
Echolocation. the ma-x cuirass can't use its blindsight while attack roll, or when the target is within 5 feet of an ally of
deafened. A ctions the magitek assassin that isn't incapacitated and the
magitek assassin doesn't have disadvantage on the attack
Variable Illumination. the ma-x cuirass sheds bright light in Servo Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one
roll.
a 5- to 20-foot radius and dim light for an additional target. Hit: 12 (2d8 + 4) slashing damage.
number of feet equal to the chosen radius. the ma-x cuirass Magic Resistance. the magitek assassin has advantage on
Servo Kick. Melee Weapon Attack: +9 to hit, reach 5 ft., one
can alter the radius as a bonus action. saving throws against spells and other magical effects.
target. Hit: 3 (2d6 + 4) slashing damage. Pushes the target
15ft. away on a hit. Magic Weapons. the magitek assassin's weapon attacks are
A ctions magical.
Fire Beam. Ranged Weapon Attack: +9 to hit, range 120/320
Multiattack. The MA-X Cuirass may attack once with its ft., one target. Hit: 26 (4d10 + 4) fire damage. Cunning Action. On each of its turns, the magitek assassin
Shock Rod and Once with its Servo Leg in a turn, or may can use a bonus action to take the Dash, Disengage, or
shoot up to six creatures with its rocket salvo (One rocket Ice Beam. Ranged Weapon Attack: +9 to hit, range 120/320
Hide action.
per creature). ft., one target. Hit: 26 (4d10 + 4) cold damage.
Evasion. If the magitek assassin is subjected to an effect
Shock Rod. Melee Weapon Attack: +15 to hit, reach 20 ft., one Lightning Beam. Ranged Weapon Attack: +9 to hit, range
that allows it to make a Dexterity saving throw to take only
target. Hit: 23 (4d6 + 9) bludgeoning damage plus 18 (4d8) 120/320 ft., one target. Hit: 26 (4d10 + 4) lightning damage.
half damage, the magitek assassin instead takes no
lightning damage. damage if it succeeds on the saving throw, and only half
Rail Cannon. Deployable cannon attached to the left
Servo Leg. Melee Weapon Attack: +15 to hit, reach 10 ft., one shoulder, capable of shooting a powerful one-use blast of damage if it fails.
target. Hit: 16 (2d6 + 9) slashing damage. concentrated energy. Make a Dexterity Saving Throw (DC
18). On a fail, the target is struck by a beam of pure energy A ctions
Energy Shockwave (recharge 6). the MA-X can strike the that deals 8d6+20[Force] Damage on hit. After the shot, the
ground with its Shock Rod, releasing a powerful burst of Multiattack. The magitek assassin may strike twice with its
cannon becomes overheated, won't be able to fire until the
electricity around it in a 30ft radius. All creatures within the blades, or may use a Whirlwind Strike.
armor has recharged overnight.
radius that are not flying must make a DC 19 Dexterity
Energy Falchion. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Saving Throw or take 66 (12d10) Lightning damage on a
R eactions one target. Hit: 14 (2d8 + 5) slashing damage plus 18 (4d8)
failed save.
force damage.
Defensive Module. When the Magitek rider is targeted by
Rocket Salvo. Ranged Weapon Attack: +12 to hit, range an attack, the Magitek Armor may choose to activate a Whirlwind Attack. The magitek assassin can use its action
100/400 ft., one target. Hit: 14 (1d10 + 9) bludgeoning defensive matrix that will envelop the canopy of the to make a melee attack against any number of creatures
damage plus 16 (3d10) fire damage. cockpit, protecting the pilot and ensuing disadvantage on within 10 feet of it, with a separate attack roll for each
the attack roll. target.
R eactions
Flashbang. When being struck by an attack, the MA-X may D escription R eactions
overcharge his lighting systems, forcing every creature in a A miracle of engineering, mixing technological advances Shadow Step. When hit by an attack, if the magitek assassin
120 ft radius around it that can see it to make a DC 18 with a magicite crystal core, this armored behemoth is is within dim light, he can move away at half its movement
Dexterity Saving Throw or be blinded until the start of the capable of turning any pilot that operates it into a one-man without provoking an attack of opportunity.
MA-X's turn. army.

L egendary A ctions
The ma-x cuirass can take 3 legendary actions, choosing
from the options below. Only one legendary action option
o t e opt o s be o . O y o e ege da y act o opt o
can be used at a time and only at the end of another
M agitek
creature's Tma-x
turn. The rooper 16
cuirass regains spent legendary
Medium CR
actions Construct, Unaligned
at the start of its turn.

Shock Rod (1 Action). The MA-X Cuirass makes one attack


with its Shock Rod.
Overclock Reactor (2 Actions). The MA-X Cuirass may
refresh the uses of his Energy Shockwave in a pinch, at
the cost of reducing its AC by 3.
Bio Beam (3 Actions). The MA-X Cuirass charges up a
beam of mysterious biochemical energy and fires it in a
100 ft by 20 ft line in front of it. Enemies struck by the Bio
Beam must roll a DC 20 Constitution Saving Throw or take
68 (20d6) Poison damage and be poisoned for the next 1
minute. The target takes half the damage on a save and is
not poisoned. If the creature fails the saving throw for
more than 6 points, and is not resistant to poison
damage, the Bio Beam does double the damage. This
Armor Class 21 (natural armor)
blast overwhelms the Bio Beam's reactor and he becomes
Hit Points 157 (15d12 + 60)
incapacitated,
Speed 30 ft. losing its subsequent turn.

D escription
STR DEX CON INT WIS CHA
Fit20
for a general,
(+5) this Magitek
20 (+5) 18 (+4) Armor
9 (–1)is considered
15 (+2) pinnacle
16 (+3)
of technology. Adapted for defensive options and control in
the battlefield.
Saving Throws Str +11, Dex +11, Con +10
Skills Perception +8, Intimidation +9
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, slashing,
necrotic
Damage Immunities poison, lightning
Condition Immunities poisoned, exhaustion, blinded,
charmed, stunned
Senses Darkvision 120ft, passive Perception 18
Languages Common, Plus two languages, But doesn't
speak
Challenge 16 (15000 XP) Proficiency Bonus +6

Magic Resistance. the magitek trooper has advantage on


saving throws against spells and other magical effects.

Magic Weapons. the magitek trooper's weapon attacks are


magical.

Sense Magic. the magitek trooper senses magic within 120


feet of it at will. This trait otherwise works like the detect
magic spell but isn't itself magical

Lightning Absorption. Whenever the magitek trooper is


subjected to lightning damage, it takes no damage and
instead regains a number of hit points equal to the
lightning damage dealt.

A ctions
Multiattack. The Magitek Trooper may strike twice with its
greatsword or shoot twice with its energy rifle.

Energy Greatsword. Melee Weapon Attack: +11 to hit, reach 5


ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 13
(3d8) force damage.

Energy Rifle. Ranged Weapon Attack: +11 to hit, range


150/600 ft., one target. Hit: 16 (2d10 + 5) piercing damage
plus 16 (3d10) force damage.

R eactions
Parry. When an attack hits the Magitek Trooper, he may add
+6 to his AC as a reaction to that attack, making it miss.

D escription
A magitek enhanced soldier, designed to fight without pain
or sorrow. Everything that was once a human is gone for
the sake of war...

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