Necromech

An ancient type of Mechanus that uses a dead body as an operator instead of a pilot. The dead body is preserved with a mixture of formaldehyde, alkaline, humectants and disinfectants. A system of electrical coils activate the brain and nervous system to pilot the mechanical shell.

 

Zehirite Necromech CR: 7

Large robot, true neutral
Armor Class: 17
Hit Points: 150
Speed: 40 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

20 +5

DEX

12 +1

CON

20 +5

INT

10 +0

WIS

10 +0

CHA

10 +0

Saving Throws: STR +8, CON +8, DEX +1, Advantage on Magical, Strength and Constitution Saving Throws
Skills: Athletics +11 (A), Acrobatics +8, Perception +11
Damage Resistances: All damage except spells level 2 or higher, Uncommon weapons, Force and Electrical
Damage Immunities: Damage threshold 5, Poison, Necrotic, Radiant
Condition Immunities: Poisoned, Charmed, Dominated, Confused, Paralysed, Stunned, Incapacitated, Sleep, Frightened
Senses:

The suits instruments increase the passive perception of the rider with +7 and grants 60ft Blind Sight and 200ft dark vision. It has a flashlight mounted on it's shoulder.

Languages: Uses languages from it's humanoid brain
Challenge Rating: 7 ( 3200 XP)
Proficiency Bonus: 3

Reactive Armor: set it as a free action on the start of your turn
1. 1d8 and subtract this number from all damage
2. Reroll Saving Throws and take the higher result even when you have advantage
3. +2 AC

  • Insulated Atmosphere: As long as the cockpit is intact the rider cannot be targetted and is immune to Poisoned, Charmed, Dominated, Confused, Paralyzed, Stunned, Sleep, Frightened. When the Mechanus has 1/3 of it's hitpoints left the cockpit starts to crack and it's rider can be targetted directly and no longer offers it's condition immunities.
    The cockpit has 30hp and AC25 when targetted directly.

  • Spell disruption: Any magic used within 30ft of this creature can be disrupted, 1d6 on a 6 that spell fails.

Actions

It makes 2 melee attacks.
Arm weapons: Melee:

  • Slam!: 1d20+8 , on hit 1d12+8 bludgeoning damage 2d10 Acid damage. It can choose to add: STR Save DC16 or get pushed 10ft away.
  • Kick: 1d20+8 , on hit 1d8+8 bludgeoning damage, STR Save DC16 or get knocked prone and pushed 10ft away.

Bonus Actions

  • 2/Anti-Magic burst: Dispells all spell effects in a 15ft sphere and disables spellcasting for 1 round. Uses a charge.

Reactions

  • Self-destruct Warsuit: on death in a 15ft sphere, DEX Save DC14 on success take only half damage of 6d6 Acid damage.

A steam-powered robot made from combining a humanoid creature with robotics. Standing 3 meters tall and wide it clunks around with suprising speed and dexterity. It has large metal hands.

 

It uses the brain of the humanoid creature that's been integrated into it. It uses the Intelligence, Wisdom and Charisma of this creature.

 

It's usual tactic is to kick it's target prone then use slam attacks on the prone creature. Will deploy anti-magic when attacked by magic.

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