Iron Gods, Expedition to the Barrier Peaks, Hombrew - The Ninth World, Tiny Tina's Wonderland
Paladin Mike CR: 5 (1,800 XP)
Medium construct (robot), lawful good
Armor Class: 22 (gleaming silvered reinforced skymetal plating, a skymetal shield etched with a bicorn)
Hit Points: 145 ( 11d8+44 )
Speed:
20 ft
Saving Throws: CON 1d20+8 , WIS 1d20+3
Skills: Athletics 1d20+7 , Perception 1d20+6
Damage Vulnerabilities: lightning
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks that aren't skymetal (adamantine)
Damage Immunities: necrotic, poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 16
Languages: Gothic (A mix of English, German and Japanese)
Challenge Rating: 5 (1,800 XP)
Gift of the Machine God. As a creature of technology, Paladin Mike gains many damage and condition resistances and immunities, but they are also susceptible to lightning attacks. He can also:
- Automatically gain a single proficiency or feat as needed though he can only have one new ability active at any given time. He does this as part of short rest, downloading the knowledge he needs to finish a mission at hand.
- Has advantage on Wisdom (Perception) checks that rely on sight or sound and has double proficiency bonus in the Perception skill as he constantly scans his surroundings for danger.
- Is combat-hardened and has a damage threshold of 1. That is, he reduces all individual attacks by 1 damage.
Battlefield Tactics. The Paladin Mike gains advantage to melee attacks if it has an ally adjacent to the target.
Charge Weapon. Any metal melee weapon wielded by Paladin Mike becomes charged with lightning and deals an extra weapon die of lightning damage on a hit. This damage is included in the attack.
Self-Repair. The Paladin Mike’s nanites repair it of damage at the rate of a number of hit points per hour equal to its CR (5 hit points per hour for the MK I).
Divine Health. Paladin Mike is immune to disease.
Magic Resistance. While holding his holy avenger, Paladin Mike creates an aura in a 10-foot radius around him. While this aura is active, Paladin Mike and all creatures friendly to him in the aura have advantage on saving throws against spells and other magical effects.
Actions
Combined Arms. Paladin Mike makes two attacks.
+3 Holy Avenger. Melee Weapon Attack: 1d20+10 to hit, reach 5 ft.; one target. Hit: 2d8+7 If the target is a fiend or an undead it takes an extra ( 2d10 ) radiant damage. The target is marked (see Knight's Honour).
Machine Slam. Melee Natural Weapon Attack: 1d20+7 to hit, reach 5 ft.; one target. Hit: 8 ( 1d8+4 ) slashing damage. If the target is a fiend or an undead, it takes an extra 11 ( 2d10 ) radiant damage.
Knight’s Honour (Recharges 3~6). When a creature is marked by Paladin Mike, he releases a sonic boom that affects all non-robots within 5 feet of him doing 2d8+5 thunder damage. The target also takes 5 psychic damage until it attacks Paladin Mike and for every attack that does not target the robot.
Self-Repair (Recharges after Long Rest). Paladin Mike's nanites can repair any robot he touches for 4d6 points of damage — if Paladin Mike uses this ability on himself, he automatically repairs himself for the maximum amount of damage: 24 points.
Sense Alignment. Paladin Mike chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn't hidden from divination magic by a spell or other magical effect.
Reactions
Resolve (1/Day). When Paladin Mike is bloodied, he repairs for 3d8+12 hit points and gains 10 temporary hit points and can make a saving throw against an ongoing effect.
Paladin Mike is a self-aware MK. I Ironman. The first thing he remembers when "waking" is a vision of a bicorn missing a horn and in great pain. He has been searching to free the trapped unicorn ever since.
Suggested Environments
technological ruins