Aesmarcher
The Aesmarcher is the Archiat Confederacy's main artillery/armour unit. Equipped with an Astral Lance, it is capable of firing over very long distances, acting as a high-powered battlefield sniper. It is mounted on a four-legged base that allows it to climb.
Aesmarcher
Large construct, unaligned
Armor Class 17 (natural armor)
Hit Points 85 (10d10 + 20)
Speed 30 ft., climb 15 ft.
STR 18(+4) DEX 12(+1) CON 16(+3) INT 1(-5) WIS 1(-5) CHA 1(-5)
Damage Immunities poison, psychic
Condition Immunities charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 4 (1100 XP)
All-Terrain. The Aesmarcher is not affected by difficult terrain, has a climbing speed of 15 ft and can stick on vertical walls.
Long-range. The Aesmarcher cannot perform a ranged attack at an enemy within 15 ft of it.
Piloted. The Aesmarcher shares initiative with whatever creature is piloting it, and cannot act on its own accord. A creature must be inside the cockpit of the aesmarcher and spend their action, bonus action and remaining movement to pilot the aesmarcher for that turn. If the pilot is not proficient in piloting an aesmarcher, they must make a DC 16 Intelligence check to perform any action through the aesmarcher, doing so at disadvantage on a failure. Actions
Astral Lance. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 25 (4d10+4) force damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6+4) slashing damage.
Aesmarcher
Large construct, unaligned
Armor Class 17 (natural armor)
Hit Points 85 (10d10 + 20)
Speed 30 ft., climb 15 ft.
STR 18(+4) DEX 12(+1) CON 16(+3) INT 1(-5) WIS 1(-5) CHA 1(-5)
Damage Immunities poison, psychic
Condition Immunities charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 4 (1100 XP)
All-Terrain. The Aesmarcher is not affected by difficult terrain, has a climbing speed of 15 ft and can stick on vertical walls.
Long-range. The Aesmarcher cannot perform a ranged attack at an enemy within 15 ft of it.
Piloted. The Aesmarcher shares initiative with whatever creature is piloting it, and cannot act on its own accord. A creature must be inside the cockpit of the aesmarcher and spend their action, bonus action and remaining movement to pilot the aesmarcher for that turn. If the pilot is not proficient in piloting an aesmarcher, they must make a DC 16 Intelligence check to perform any action through the aesmarcher, doing so at disadvantage on a failure. Actions
Astral Lance. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 25 (4d10+4) force damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6+4) slashing damage.
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