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War Machine (Anaconda)

Huge machine,
Armor Class: 22 (Natural Armour)
Hit Points: 400 (machine)
Speed: 60 ft , swim: 30 ft , climb: 45 ft

STR

30 +10

DEX

10 +0

CON

10 +0

INT

10 +0

WIS

10 +0

CHA

10 +0

Saving Throws: Any savings throw required by the war machine uses half the pilots proficiency bonus +2
Damage Vulnerabilities: Phantom energy
Damage Resistances: Fire, cold
Damage Immunities: Necrotic, Poison
Condition Immunities: All condition types

War Machine is a machine. All machines:

  1. Have damage resistance to all damage types
  2. Do not take critical or sneak attack damage
  3. Require repairs, cannot be healed by spells meant to heal creatures
  4. Count as structures, so all seige monsters or effects that deal additional damage against objects deal additional damage against War Machines (e.g. Treants, Phantom Energy)
  War Machine Resistance:
  • All damage dealt to the War Machine is reduced by five per attack (with the exception of phantom energy)
  • see above resistances

Actions

Multiattack: A number of mechanical limbs equal to maximum of half the pilots proficiency (rounded down), heat beams equal to the amount of "fuel" available and poison gloom equal to the amount of "fuel".   Mechincal limb (maximum 4): Melee attack, range = controllers proficiency x 5 in feet, to hit = controllers proficiency bonus x 0.5 + 10, damage = 3d8+10 bludgeoning damage. The contoller's full proficiency bonus is used if using grapple action. A maximum of 2 limbs can attack the same target each round.   Heat Beam: Range Attack distance 150", line of intense heat deals damage in a 10" x 30" area, dealing 6d6 fire damage and 6d6 radiance damage to all creatures in the area of effect. A dexterity savings throw DC 10 + pilot's proficiency bonus to take half damage. Everything in the area that is flammable catches alight, if a traget makes a savings throw everything it carries does not set on fire. At the start of each round anything alight takes an additional d6 fire and d6 radiance damage. A creature may use an action to extinguish the radiant fire, otherwise the radiant fire extinguishes itself after a number of rounds = pilot's proficiency bonus (rounded down).   Poison Smog: An area of effect centred immediately beneath the War machine of 20" radius x 20" height is immediately filled with chocking black poison smog. All creatures in the area of effect take 8d6 poison damage and are affected by the posioned condition, unless theymake a constitution savings throw DC 10 + pilot's proficiency bonus, in which case they take half damage and are not affected by the poisoned effect. The poison smog stays in the area, with any creature entering the area or ending its turn in the area taking damage (reduced by 2d6 per round after being released, and the savings throw DC reducing by 2 each turn). The gloom is considered heavily obscured while it can deal 8d6 and 6d6 damage, and lightly obscured while it can deal 4d6 or 2d6 damage.

Bonus Actions

If a creature medium sized or smaller is grappled, or large (if grappled by 2 tentacles at the start of the War Machine's turn) the War Machine may either deal automatic damage or place the grappled creature into a steel cage. Escape from the steel cage can either be done with an Athletics or Acrobatics check DC 20. If an escapee fails 2 attempts in a row, they can not make another escape attempt for an hour. There are room for 8 medium sized creatures to be caged. Any creature cahed is considered restrained.

A staggering machine of mechanical proficiency, the War Machone found on the Alin world of Anaconda by the BMG@, was a husk filled with the aspic jelly of many formerly decease Alin that had died while within its confines.   The War Machine exists for no other reason except to destroy and annihilate anything that is not Alin.   As a machine all its bonuses, other than strength are equal to half of the proficiency bonus of its controller.   The War Machine requires attunement by an Alin pilot, any other creature attempting attunement must use up 2 attunement slots and make a DC20 intelligence check every round, otherwsie the War Machine will reject thepilot's control.   Each tentacle requires an Alin to control it, the pilot can use either the heat ray or posion gloom during its turn.   Unless an attack specifically penetrates the War Machine's hull, the pilot and controller are protected from any damage.   When reduced to 0 hp, it becomes inoperable.

Created by

Holocene Witches.

Statblock Type

Monster

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