Titanomech (A-Series)

Gargantuan Construct, unaligned

Armor Class 23 (adamantine plating)

23 (adamantine plating) Hit Points 400

400 Speed 120ft.

STR DEX CON INT WIS CHA 26 (+8) 7 (-2) 26 (+8) 5 (-3) 10 (+0) 18 (+4)

Saving Throws Str +13, Con +18, Cha +10

Str +13, Con +18, Cha +10 Skills Arcana +15, History +15, Perception +16

Arcana +15, History +15, Perception +16 Damage Resistances fire, cold

fire, cold Damage Immunities necrotic, psychic, bludgeoning, piercing, and slashing from non-magical weapons

necrotic, psychic, bludgeoning, piercing, and slashing from non-magical weapons Condition Immunities blinded, charmed, confused, deafened, frightened, paralyzed, petrified, poisoned, suffocation, unconscious

blinded, charmed, confused, deafened, frightened, paralyzed, petrified, poisoned, suffocation, unconscious Senses truesight 500 ft, Darkvision 2500 ft, passive Perception 24

truesight 500 ft, Darkvision 2500 ft, passive Perception 24 Languages All, telepathy 1500 ft.

All, telepathy 1500 ft. Challenge A lot (A whole bunch of XP)

Adamantine Composite Plating. The titanomech gains a damage reduction equal to 1/10th (rounded down) of its remaining Hit Points. It also does not take any increased damage from adamantine weapons.

Onboard Reality Anchor. The titanomech is extremely resistant to any reality-altering effects. It cannot be effected by magic with a save DC lower than 20, and has double advantage on any saving throws against any other magic or non-physical effect.

Onboard Temporal Sink. The titanomech is immune to all magical slow effects.

Control Pod. Any creatures piloting the titanomech share sensory information with it and each other. They are protected from all negative effects as if by Antimagic Field and Forbiddance.

Ontological. The titanomech is immune to the effects of the Wish spell.

Immutable Form. The titanomech is immune to any spell or effect that would alter its form.

Mighty. Treat any target's immunities as resistances, and ignore any resistances.

Walking Castle. Ignore difficult terrain, fall damage, and elevation changes less than 20 feet.

Energized Core. The titanomech's weapons count as magical for the purposes of overcoming resistances and immunities. The titanomech is not disabled by antimagic fields, but can only attack using its Trample, Unarmed Strike, and Leap if it is inside one.

Trample. The titanomech can move through the space of Large or smaller creatures at will, and can deal 4d12 damage to Large or smaller creatures whose space it moves through.

Actions

The titanomech has 4 Attack Points to spend per turn. These points are regained at the beginning of each of its turns, and it can make any combination of attacks. Whenever it could make an attack of opportunity, it gains one Attack Point to use as its reaction.

Unarmed Strike [1 Point] Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit 34 (4d12+10) bludgeoning.

Shatter Cannons [1 Point]. Ranged Weapon Attack: +16 to hit, reach 120ft., one target. Hit 20 (2d12+8) thunder. On a hit, the target's AC is reduced by 1. This can stack, up to a total of -10 AC.

Sonic Pulse [2 Points]. All creatures within 120 feet of the titanomech must succeed on a DC 24 Constitution save or be knocked prone, deafened, and dealt 48 (8d12) thunder damage (half on success).

Beam Cannons [2 Points]. Fire four 10x500 ft lines of burning radiant energy. Each creature in that area must make a DC 24 Dexterity save or take 24 (4d12) fire and 24 (4d12) radiant damage.

Leap [3 Points]. Jump up to 120 ft in any direction. If the titanomech moved at least 120 feet before jumping, it may jump 240 ft instead. When it lands, any creatures within 20 feet must succeed on a DC 26 Strength save or be knocked prone and dealt 100 (10d12+40) bludgeoning damage (half on success).

Concuss [3 Points]. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit 34 (4d12+10) bludgeoning and 59 (6d12+15) thunder. Target must succeed on a DC 24 Constitution save or become confused.

Omega Drill [4 Points, Recharge 6]. Fire a massive chest-mounted beam of energy at any target within 500 feet. This beam drills through any material that isn't adamantine in its path, leaving a hole large enough for the titanomech to move through. This beam is up to 100 feet wide, although it can be fired in a smaller diameter if the pilot wishes. Any creature caught in the beam must succeed on a DC 24 Constitution save or take 200 (10d12+140) fire and 50 (5d12+30) radiant damage and be paralyzed. Any targets can repeat the saving throw at the end of their turns to end the paralysis.

Repair [4 Points, 1/day]. The titanomech powers down as self-repair systems are engaged. At the beginning of each of its turns it regains 2 hit points until it is fully repaired.