Homebrew

Steam Colossus
GARGANTUAN CONSTRUCT

An enormous robotic Construct piloted by a crew of Inventors. It has massive canons on its arms and is heavily armoured.


Armor Class: 20 (Natural Armor)

Initiative: +4 (14)

Hit Points: 400

Speed: 80 ft

Challenge: 20 (XP 25000; PB +6)
    MOD SAVE
STR 27 +8 +14
DEX 18 +4 +4
CON 27 +8 +14
    MOD SAVE
INT 10 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0

Skills: Perception +10 (accumulates with the rider), Athletics +12 (A)

Resistances: All damage except spells level 5+, Rare weapons, Force and Electrical

Immunities: Damage Threshold 10, Poisoned, Charmed, Dominated, Confused, Grappled, Restrained, Stunned, Paralyzed, Incapacitated

Senses: Blindsight 120 ft, Lifesense 300 ft

Languages: Pilot 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 20 feet it rolls a d6 , on a 5 or 6 it disrupts the spell.   Radio Hub. Can communicate and serve as a radio hub in a 500 km radius.   Anti-Magic Field. All Magic is disrupted unless a Power Die is used and all summoned beings are returned to their plane in a 10 ft radius.


Actions

Multi Attack. Makes 2 arm weapon attacks, 1 shoulder attack and can make an extra melee attack   Arms
Steam Cannon. Range 300/1200, Fires a steam powered round, 1d20+14 , on hit 2d10+8 bludgeoning damage, Strength Saving Throw DC22, on failure the creature is knocked prone and pushed 10ft away from the target location. Add a Shell effect from below:

  • Explosive Shell: Add 4d6+6 Force damage in a 15ft radius, DEX Save DC20 for half damage, make the prone save with disadvantage and adds 10ft to the push.
  • Gas Shell: Add 4d6+6 Acid damage in a 20ft radius, CON Save DC22 for half damage. Stays for 3 rounds or if a Gust of Wind spell is used.
  • Anti-Magic Shell: Dispels all magic effects in a 30 ft radius, [Spell casting MOD] Save DC22, auto fails when the creature is not a spellcaster. Stays for 1 round and can be ignored with 1 Power Die.
  • Electrical Shell: Add 4d6+6 Electrical damage in a 15ft radius, DEX Save DC20 for half damage
  Steam Repeater Gun. 20 ft Cone Dexterity Saving Throw DC20, on failure 8d6 Piercing/Bludgeoning damage, on success half damage, takes 1 turn to reload.   Shoulder
Tesla Coil. Line 120 ft, all creatures make a Dexterity Saving Throw DC20, on failure 8d6 Lightning damage, takes 1 turn to reload. Constitution Saving Throw DC20 or be stunned for 1 round.
Shoulder Cannon. 1d20+14 , on hit 2d10+8 Piercing/Bludgeoning damage.
Harpoon Gun. 1d20+14 , on hit 2d10+8 Piercing damage, STR Save DC22 or get dragged to the creature. Any flying creature gets grounded until they make the save.  
Melee
Melee attack. 1d20+14 , on hit 2d10+8 Slashing/Bludgeoning damage, STR Save DC22 or get knocked prone.
Kick attack. 1d20+14 , on hit 1d10+8 Bludgeoning damage, STR Save DC22 or get knocked prone and fly 15ft from the creature.


Created by

nasandre.

Statblock Type

Monster/NPC

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