A.H.A.V. Warbot

Huge construct (technological, robot), unaligned

Armor Class 17 (skymetal armor)
Hit Points 264 (23d12 + 115)
Speed 60 ft.

22 (+6) 22 (+6) 20 (+5) 9 (-1) 11 (+0) 9 (-1)

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t skymetal (adamantine)
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 12 (8,400 XP)


  • Combat Hardened. The A.H.A.V. is built for combat and has a damage threshold of 10. That is, it reduces all individual attacks by 10 points.
  • Electrical Weakness. The A.H.A.V. has disadvantage on saving throws against lightning damage. If the A.H.A.V. rolls a natural 1 on the save it is stunned until the end of its next turn.
  • Immutable Form. The A.H.A.V. is immune to any spell or effect that would alter its form unless it specifically targets constructs.
  • Magic Resistance. The A.H.A.V. has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The AHAV’s weapon attacks are magical.
  • Self-Repair. The A.H.A.V. regains 5 hit points at the start of its turn if it has fewer than maximum but at least 1 hit point.
  • MODEL. An A.H.A.V. is created with one of the Mission Dependent
    • Loadouts, or MODELs (listed below). MODELs are intended to allow A.H.A.V.s to serve in a variety of roles. This list is not exhaustive; the GM is free to design other MODELs at her discretion.
    • Advanced Maneuverability. The A.H.A.V. gain a fly speed of 60 feet and the Flyby trait: Flyby. The A.H.A.V. doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
    • Autoloader. The A.H.A.V. gains an additional machine gun attack as part of its Multiattack action.
    • Camouflage Plating. The A.H.A.V. gains double proficiency in the Dexterity (Stealth) skill and has +7 to this skill.
    • Harrying Arms. The A.H.A.V. has numerous pistols or other small arms mounted to its chassis. It gains the Harrying Fire action: Harrying Fire. All targets within 60 feet of the A.H.A.V. must make a DC 15 Dexterity saving throw, on a failure, allies of the A.H.A.V. gain advantage to attacking the harried targets until the end of the AHAV’s next turn.
    • Ram. The A.H.A.V. gains a slam attack action: Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. The target must make a Strength or Dexterity saving throw or be knocked away from the A.H.A.V. by 30 feet. If the target is blocked from moving the full distance, it takes an additional 3 (1d6) bludgeoning damage per 10 feet it can’t move.


  • Multiattack. The A.H.A.V. makes two Machine Gun attacks.
  • Machine Gun. Ranged Weapon Attack: +10 to hit, range 80-240 ft., one target. Hit: 24 (4d8 + 6) piercing damage. Instead of targeting a single creature, the A.H.A.V. can instead target a 10-foot cube within range making one to-hit roll. Any target it hits in that area take 15 (2d8 + 6) piercing damage.
  • Hellhound-Class Flamethrower (Recharges 5–6). The A.H.A.V. shoots gouts of flame in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.


  • Sensor Suite. An A.H.A.V. can gain one of the following benefits for 1 minute: blindsight 30 ft., tremorsense 60 ft., x-ray vison (as the ring of x-ray vision), or a +5 bonus to Wisdom (Perception) checks.
Section 15: Copyright Notice

Mechanical Monsters (5E) © 2023, Legendary Games; Authors: Jason Nelson, Miguel Colon, Robert J. Grady, Nicholas Hite, Matt Kimmel, Michael Mifsud, James-Levi Cooke, Dan Dillon, Mike Myler, Ismael Alvarez, Jeff Lee, John Lynch.

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