JNAProductions
2016-07-05, 11:25 PM
Imperial Knight
Gargantuan Construct (100' tall), Lawful Good
Armor Class 26 (Mechanical Body)
Hit Points 1230 (60d20+600)
Speed 150'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
30 (+10)
16 (+3)
30 (+10)
16 (+3)
20 (+5)
18 (+4)
Saving Throws Dexterity +12, Intelligence +12, Wisdom +14, Charisma +13
Skills Athletics +28, Perception +14, Persuasion +13
Damage Immunities Poison, bludgeoning, piercing, and slashing from non-magical weapons that are not adamantine
Damage Resistances All but Lightning damage
Condition Immunities Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 600', Blindsight 120', Truesight 10', Passive Perception 24
Languages Low and High Gothic
Challenge 44
Lumbering Behemoth-An Imperial Knight must use the optional facing rules (though its Blindsight is 360 degrees). In addition, it is able to crush any obstacles smaller than half its size without any effort, and as such is not slowed by anything smaller than that. Also, it is not slowed by grappling anything smaller than 40'. Finally, it is able to ignore the effects of adjacent foes when firing ranged weapons.
Ion Shield-At the start of each its turns, the Imperial Knight must select a facing for its Ion Shield (right, left, front, or rear). Any attacks that come from this facing have disadvantage, and any saves the Imperial knight takes that originate from that side have advantage.
Immutable Form-The Imperial Knight is immune to any effects that would change its form.
Titan of Destruction-All the Imperial Knight's attacks count as magical.
Equipment-Any given Imperial Knight has two pieces of primary equipment from the following list: Avenger Gatling Cannon, Rapid-Fire Battle Cannon, Thermal Cannon, Reaper Chainsword, and Thunderstrike Gauntlet.
Next, they may have one piece of carapace equipment from the following list: Ironstorm Missile Pod, Stormspear Rocket Pod, Twin Icarus Autocannon.
And finally, they may have one of the following artifacts: Banner of the Mechanicus Triumphant, Helm of the Nameless Warrior, Mark of the Omnissiah, The Paragon Gauntlet (replaces a Thunderstrike Gauntlet), Ravager (replaces a Repaer Chainsword), and Sanctuary.
Action
Use Primary Weapons-The Imperial Knight uses both its primary pieces of equipment.
Bonus Action
Use Carapace Weapon-The Imperial Knight fires its carapace turret.
Primary Equipment
Avenger Gatling Cannon Ranged Weapon Attack: +12 to hit, 300'/1500', 12 shots. Hit: 6d10 ballistics damage. Critical: Roll an extra half dice when a critical is scored with the Avenger Gatling Cannon (for a total of 15d10 on a critical).
Rapid-Fire Battle Cannon Ranged Weapon Damage: 600'/3000', 2 shots, 30' burst centered on a point within range (long range gives advantage on the saves from this attack). Anyone within the burst must make a DC 21 Dexterity save or take 8d10 ballistics damage (half on a success).
Thermal Cannon Ranged Weapon Attack: 300'/1500', 1 shot, 30' burst centered on a point within range (long range gives advantage on the saves from this attack). Anyone within the burst must make a DC 21 Dexterity save or take 9d10 fire and 9d10 force damage (half on a success).
Reaper Chainsword Melee Weapon Attack: +12 to hit, Reach 50', 3 attacks. Hit: 10d20 unresistable damage.
Thunderstrike Gauntlet Melee Weapon Attack: +10 to hit, Reach 50', 3 attacks. Hit: 10d20 unresistable damage, and as part of this attack, you may grapple a hit target. A target grappled by a Knight with Thunderstrike Gauntlet is restrained until it breaks free from the grapple.
Carapce Equipment
Ironstorm Missile Pod Ranged Weapon Attack: 600'/3000', 1 shot, 30' burst centered on a point within range (long range gives advantage on the saves from this attack). Anyone within the burst must make a DC 21 Dexterity save or take 5d10 ballistics damage (half on a successful save).
Stormspear Rocket Pod Ranged Weapon Attack: +12 to hit, 400'/2000', 3 shots. Hit: 8d10 ballistics damage.
Twin Icarus Autocannon Ranged Weapon Attack: +12 to hit with advantage, 400'/2000', 2 shots. Hit: 7d10 ballistics damage.
Artifacts
Banner of the Mechanicus Triumphant-All allies within sight of the Imperial Knight are immune to the frightened condition.
Helm of the Nameless Warrior-Add one to the number of melee attacks made with a piece of equipment (for a total of 4 per weapon).
Mark of the Omnissiah-The Imperial Knight has regeneration 5.
The Paragon Gauntlet-As a normal Thunderstrike Gauntlet, but +12 to hit.
Ravager-As a normal Reaper Chainsword, but +14 to hit.
Sanctuary-All attacks against the Imperial Knight must subtract 1d4 from their to hit result, and the Imperial knight adds 1d4 to all save rolls.
Gargantuan Construct (100' tall), Lawful Good
Armor Class 26 (Mechanical Body)
Hit Points 1230 (60d20+600)
Speed 150'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
30 (+10)
16 (+3)
30 (+10)
16 (+3)
20 (+5)
18 (+4)
Saving Throws Dexterity +12, Intelligence +12, Wisdom +14, Charisma +13
Skills Athletics +28, Perception +14, Persuasion +13
Damage Immunities Poison, bludgeoning, piercing, and slashing from non-magical weapons that are not adamantine
Damage Resistances All but Lightning damage
Condition Immunities Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 600', Blindsight 120', Truesight 10', Passive Perception 24
Languages Low and High Gothic
Challenge 44
Lumbering Behemoth-An Imperial Knight must use the optional facing rules (though its Blindsight is 360 degrees). In addition, it is able to crush any obstacles smaller than half its size without any effort, and as such is not slowed by anything smaller than that. Also, it is not slowed by grappling anything smaller than 40'. Finally, it is able to ignore the effects of adjacent foes when firing ranged weapons.
Ion Shield-At the start of each its turns, the Imperial Knight must select a facing for its Ion Shield (right, left, front, or rear). Any attacks that come from this facing have disadvantage, and any saves the Imperial knight takes that originate from that side have advantage.
Immutable Form-The Imperial Knight is immune to any effects that would change its form.
Titan of Destruction-All the Imperial Knight's attacks count as magical.
Equipment-Any given Imperial Knight has two pieces of primary equipment from the following list: Avenger Gatling Cannon, Rapid-Fire Battle Cannon, Thermal Cannon, Reaper Chainsword, and Thunderstrike Gauntlet.
Next, they may have one piece of carapace equipment from the following list: Ironstorm Missile Pod, Stormspear Rocket Pod, Twin Icarus Autocannon.
And finally, they may have one of the following artifacts: Banner of the Mechanicus Triumphant, Helm of the Nameless Warrior, Mark of the Omnissiah, The Paragon Gauntlet (replaces a Thunderstrike Gauntlet), Ravager (replaces a Repaer Chainsword), and Sanctuary.
Action
Use Primary Weapons-The Imperial Knight uses both its primary pieces of equipment.
Bonus Action
Use Carapace Weapon-The Imperial Knight fires its carapace turret.
Primary Equipment
Avenger Gatling Cannon Ranged Weapon Attack: +12 to hit, 300'/1500', 12 shots. Hit: 6d10 ballistics damage. Critical: Roll an extra half dice when a critical is scored with the Avenger Gatling Cannon (for a total of 15d10 on a critical).
Rapid-Fire Battle Cannon Ranged Weapon Damage: 600'/3000', 2 shots, 30' burst centered on a point within range (long range gives advantage on the saves from this attack). Anyone within the burst must make a DC 21 Dexterity save or take 8d10 ballistics damage (half on a success).
Thermal Cannon Ranged Weapon Attack: 300'/1500', 1 shot, 30' burst centered on a point within range (long range gives advantage on the saves from this attack). Anyone within the burst must make a DC 21 Dexterity save or take 9d10 fire and 9d10 force damage (half on a success).
Reaper Chainsword Melee Weapon Attack: +12 to hit, Reach 50', 3 attacks. Hit: 10d20 unresistable damage.
Thunderstrike Gauntlet Melee Weapon Attack: +10 to hit, Reach 50', 3 attacks. Hit: 10d20 unresistable damage, and as part of this attack, you may grapple a hit target. A target grappled by a Knight with Thunderstrike Gauntlet is restrained until it breaks free from the grapple.
Carapce Equipment
Ironstorm Missile Pod Ranged Weapon Attack: 600'/3000', 1 shot, 30' burst centered on a point within range (long range gives advantage on the saves from this attack). Anyone within the burst must make a DC 21 Dexterity save or take 5d10 ballistics damage (half on a successful save).
Stormspear Rocket Pod Ranged Weapon Attack: +12 to hit, 400'/2000', 3 shots. Hit: 8d10 ballistics damage.
Twin Icarus Autocannon Ranged Weapon Attack: +12 to hit with advantage, 400'/2000', 2 shots. Hit: 7d10 ballistics damage.
Artifacts
Banner of the Mechanicus Triumphant-All allies within sight of the Imperial Knight are immune to the frightened condition.
Helm of the Nameless Warrior-Add one to the number of melee attacks made with a piece of equipment (for a total of 4 per weapon).
Mark of the Omnissiah-The Imperial Knight has regeneration 5.
The Paragon Gauntlet-As a normal Thunderstrike Gauntlet, but +12 to hit.
Ravager-As a normal Reaper Chainsword, but +14 to hit.
Sanctuary-All attacks against the Imperial Knight must subtract 1d4 from their to hit result, and the Imperial knight adds 1d4 to all save rolls.