A.H.A.V. Warbot

Huge construct (technological, robot), unaligned

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

STR DEX CON INT WIS CHA
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)

SPECIAL TRAITS

  • 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.

ACTIONS

  • 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.

BONUS ACTIONS

  • 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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