The Iron Giant unwittingly hides a violent nature of pure destruction deep within the childlike wonder of his curious eyes and gentle mannerisms. The only thing that stands between civilization and this walking Armageddon could be his newfound morality. Credit: /u/Morvick

When indicated to Resist, Iron Giant must make a WIS save DC 15. On a success, he may only use Superman abilities. On a failure, he may only use Atomo abilities: he can willingly choose to fail. The change to or from Atomo takes one full turn, during which the save cannot be made.

Iron Giant

Gargantuan construct, neutral good

Armor Class 26

26 Hit Points 400

400 Speed 60 ft., 180 ft. fly

STR DEX CON INT WIS CHA 27 (+8) 9 (-1) 30 (+10) 11 (+0) 10 (+0) 21 (+5)

Proficiency and Saves CON +18, WIS +8

CON +18, WIS +8 Damage Immunities necrotic, poison, psychic

necrotic, poison, psychic Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons

bludgeoning, piercing, and slashing damage from nonmagical weapons Damage Vulnerabilities lightning

lightning Condition Immunities charmed, paralyzed, poisoned

charmed, paralyzed, poisoned Senses passive Perception 16

Alien Construction. Iron Giant ignores any external spell or effect that would alter his form.

Superman

Provoked. Iron Giant must Resist (see above) when he takes damage. If a friendly creature he can see is injured, Iron Giant has disadvantage on the save.

Actions

Safeguard. Until the start of his next turn, Iron Giant can force all attacks and spells targeting a creature of his choice within 10 feet to target him instead.

Hungry. Iron Giant regains 20 hitpoints every turn that he spends eating 300 pounds of metal.

Rebuild (1/Day). Iron Giant does not need to be alive to use Rebuild. His severed body parts will hop, roll, or crawl 20 ft each turn to reach his head. Once they all reattach themselves, he resurrects with all hitpoints.

Reaction

Desperation. Iron Giant may use Atomo's Eye Beam, and must then make the Resist (see above) save.

Atomo

Inborn Nature. Once Iron Giant changes into Atomo, Not A Gun is unavailable for one minute.

Ground War. Iron Giant cannot fly when he is Atomo, and all of his attacks must be made within a frontal cone, aimed with a Bonus Action. At the start of each turn, Iron Giant gains 40 temporary hitpoints.

Unthinking. Iron Giant is immune to being frightened. He will attack those who attack him, and then any other creatures based on proximity. With no targets, he attacks nearby structures and objects.

Actions

Multiattack. Iron Giant must use his action to attack as per "Unthinking". He casts Eye Beam, uses Tentacle Ray three times, then makes one Recharging attack.

Eye Beam. A target within 120 feet must make a DEX save DC 21 or take 6d8+5 radiant damage.

Tentacle Ray. Targets in a 10-foot diameter circle within 90 feet must make a DEX save DC 21. They take 5d8 fire damage on a fail or half as much on a success.

Spark Bullets (Recharge 5-6). Ranged Weapon Attack +16 to hit, range 90 feet. 4 targets. Hit: 3d8+10 magical piercing damage.

Plasma Imploder (Recharge 5-6). Ranged Spell Attack +13 to hit, range 120 feet. Hit: 6d8+5 force damage to all within 5 feet of the target.

Disintegrator (Recharge 5-6). Ranged Spell Attack +13 to hit, range 150 feet. Hit: 7d8+5 force damage.

Nuclear Cannon (1/Day). Casting time: 1 minute. A 500-foot radius sphere up to 2,000 ft away deals 10d8 each of fire, lightning, and radiant damage inside itself.

Reaction

Not A Gun (1/Day). Iron Giant may use Superman's Safeguard, and must then make the Resist (see above) save. This is reset by attacking, or if a creature who he can hear succeeds a CHA save DC 21.