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Singe's Mech CR: 7

Huge , unaligned
Armor Class: 16
Hit Points: 100hp (12d10+25) 12d10+25
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 10 ft , can hover

STR

20 +5

DEX

9 -1

CON

20 +5

INT

10 +0

WIS

3 -4

CHA

1 -5

Saving Throws: Advantage on saving throws against being grappled.
Skills: Fiery Critical: If the mech scores a critical hit with a melee weapon, it deals an additional 2 (1d4) fire damage and if the target is a creature, it must succeed on a DC 12 Constitution saving throw or be paralyzed until the end of its next turn.   Magic Weapons. The mech's weapon attacks are magical.   Weak Point. The mech has a noticeable weak point that the pilot can shift to any external part of the mech's body using a bonus action. An attack specifically aimed at this point has a -5 to hit, but if it does, it deals an extra 10 damage, and the mech must succeed on a DC 12 Constitution saving throw or be paralyzed until the end of its next turn. A critical hit made by a melee weapon also triggers this saving throw.
Damage Vulnerabilities: Acid.
Damage Resistances: Lightning, Fire, Non-Magical Bludgeoning,
Damage Immunities: Pyschic, Poison, (When Targeting The Mech)
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Darkvision: 60ft
Passive Perception: 10
Challenge Rating: 7

Actions

2 actions per turn.   Slam. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage, the target is knocked back 15 ft. The target must then make a Strength DC 12 saving throw or be knocked prone.   Boom. Ranged Weapon Attack: +9 to hit, reach 60ft., one target. Hit: 7 (1d6 + 4) thunder damage. The target must then make a Strength DC 12 saving throw or be knocked prone.   Unarmed Strike. Melee attack: +5 to hit, reach 15 ft., 7 (1d4+2) bludgeoning damage.   Expulsion. Ranged Weapon Attack: range 30 ft. cube Dexterity DC 12 saving throw. Any creatures that fail will take 2(1d4) bludgeoning damage, and the mech is unable to be used for 2 rounds.

Chainsword

  Cleave. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 7) slashing damage. Upon hit, the user can forgo the second action to instead make a shred attack that is guaranteed to hit.   Shred. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 8 (1d8 + 4) slashing damage. On hit the target makes a strength saving throw DC 14, upon fail the target's AC is reduced by 2 (1d4), and will take (1d4) piercing damage at the start of each of it's turns. As a bonus action, the target may re-attempt the saving throw, with the DC lowering by 2 for every round it remains in effect.   Spark Wave. Dexterity Saving Throw: range 60ft., 5x30ft rectangle., Target makes a Dexterity saving throw DC 13 or take 9 (5d4 - 1) lightning damage

Bladewhip

  - AC 15, Gain a flying speed of 20 ft.
  Wind Up: Charged Ranged Attack: range 60ft., three targets, On the user's next turn, the targets must make a Dexterity Saving Throw DC 13 or take 14 (4d6 + 2) slashing damage.   Grapple: Ranged Weapon Attack: +8 to hit, range 40 ft., 1 target, 8 (1d6+5) damage, and the target is grappled and restrained. The target must succeed on a DC 13 Strength saving throw, or be pulled up to 40 ft towards the mech. The target can use their turn to make an Athletics DC 15 or Acrobatics DC 13 check, ending the grappled and restrained conditions on a success. Upon a successful Athletics check, the mech is unable to use Bladewhip actions until the target's next turn.

Flamethrower

  - AC 14
Gas Canister. Ranged trap: range 60ft., 20 ft. radius., upon any form of fire entering the range of the Canister, all creatures within the radius must make a dexterity saving throw DC 13 or take 20 (4d6+8) fire damage. All successful creatures take half as much.   Flamebeat. Ranged Weapon Attack: range 20ft., one target, Constitution DC 9 or Dexterity DC 13 upon a fail, the target takes (1d8+1) fire damage. A successful dexterity save negates all the damage, and upon a successful Constitution save the target takes 1/3 of the total damage (cannot drop below 1).   Flare. Passive Buff: the user plunges the flamethrower arm into the other hand, and flames roar out from behind the armour. Any melee attacks against the user will now deal 6 (2d4+2) fire damage back to the attacker.

SkyBrawler

 
  • Gain a Flight Speed of 20 ft
  • Sky Kick. Melee attack: +5 to hit, reach 15 ft., one target, Strength DC 15 or Dexterity DC 12 saving throw. Upon a fail, the target is launched 20 ft. into the air. Upon a successful Strength save, the target may take an opportunity attack on the user.   Toss. Melee attack: reach 15 ft., one target. Dexterity DC 13 saving throw, upon fail the target is thrown 15 ft in any direction. If thrown into an object, the target takes 2 (1d4) bludgeoning, if the target is thrown into another creature the damage is split between them.

    Bonus Actions

    You Cannot Run. Wisdom Saving Throw: range 120ft., one target. Target makes a Wisdom saving throw DC 11 and upon failing will be forced to spend it's movement to approach the mech.   Re-arrange. Buff: The user can change the weak point on their mech to anywhere else on the mech.

    Legendary Actions

    Kickback. range: self. The user uses the thrusters on the back and front launches themself forwards or backwards, doubling their movement speed for the turn.   Loadout Change. Buff: The user can change loadout.

    A towering, mechanical, copper looking machine that dwarfs most people. Multiple speakers blast out loud music, vibrating the air around it. Giant red plates cover all the essential areas, and with a spinning, fiery red disc that seems to slowly rotate itself around the body of the mech, almost like a sort of power source. An obnoxious flame pattern emblazons the armour, and around one hand is a large cannon-shaped object, and the other hand has a small circular pattern resting on the palm.

    Created by

    riverpencil.

    Statblock Type

    Monster

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