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# Liberty Prime Voice module online. Audio functionality test initialized. Designation: Liberty Prime. Mission: the liberation of Waterdeep, Faerûn. Primary Targets: any and all Communist cultists. Emergency Cultist Acquisition Directive: immediate self destruct. *Better dead, than Red*. ###### Credit: u/Morvick. Liberty Prime is property of Bethesda ##### Components and Fury Liberty Prime's outward components and special attacks are subject to individual damage. Each one can only be targeted separately if the attacker self-imposes disadvantage, otherwise damage is equally divided to them all (rounding down). Components brought to 0 hit points disable the relevant abilities. Liberty Prime restores one Component per day to full hit points if he has not self-destructed. ___ ___ > ## Liberty Prime > *Gargantuan construct, lawful neutral* > ___ > - **Armor Class** 26 (natural armor) > - **Hit Points** 307 (15d20 + 150) **Chest Component** > - . . . . . . . . . .205 (10d20 + 100) **Head Component** > - . . . . . . . . . .205 (10d20 + 100) **Silo Component** > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|28 (+9)|26 (+8)|30 (+10)|6 (-2)|18 (+4)|24 (+7)| >___ > - **Damage Resistances** fire, lightning > - **Damage Immunities** necrotic, poison, psychic; bludgeoning, piercing, and slashing damage from nonmagical weapons > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious > - **Senses** darkvision 200 feet, passive Perception 14 > - **Challenge** 30 (155,000 XP) > ___ > > **Grit: 30.** Any damage that fails to meet or exceed 30 is considered superficial and doesn’t reduce Liberty Prime’s hit points. If he suffers a critical hit, Liberty Prime gains resistance to all damage until the end of his next turn. > > **Made in Amay'Rikka.** Liberty Prime is immune to any damage he deals except from Final Service, and is immune to any spell or effect that would alter his form. > > **Patriotic Fury.** Liberty Prime gains one additional turn per round for every Component that is at 0 hit points. He takes these turns after the next creature has gone, or otherwise takes his turns consecutively. > > **Reprogram.** A creature can use its action to touch Liberty Prime and make a DC 20 Intelligence (Sleight Of Hand) check. On a success, the creature can designate creatures Liberty Prime can see as enemies to Liberty Prime. > > ### Actions > ***Multiattack.*** Liberty Prime can use *Propaganda*. He then uses *Eye Laser* three times, *Mk 28 Thrown Bomb* once, or makes two *Overpower* attacks. Alternatively, he can use *Analytics* instead of any other actions. > > \columnbreak > > ***Analytics.*** Liberty Prime studies a creature or object he can see within 200 feet. If he takes no action on his next turn, any attacks he makes that hit the target within the following minute are critical hits. > > ***Eye Laser.*** Liberty Prime can't use this action option if his Head Component has 0 hit points. *Ranged Spell Attack:* +16 to hit, range 120 ft, one target. *Hit:* 20 (2d12 + 7) fire damage and 20 (2d12 + 7) radiant damage. Each creature within 5 feet of that target must make a DC 24 Dexterity saving throw, taking the same damage on a failed save, or half as much damage on a successful one. Nonmagical objects and terrain within 5 feet of the point are destroyed. > > ***Mk 28 Thrown Bomb.*** Liberty Prime can't use this action option if his Silo Component has 0 hit points. Liberty Prime chooses a point he can see within 90 feet of him. Each creature within 20 feet of that point must make a DC 26 Constitution saving throw, taking 48 (6d12 + 9) radiant damage and 48 (6d12 + 9) force damage on a failed save, or half as much damage on a successful one. > > ***Overpower.*** Liberty Prime can't use this action option if his Chest Component has 0 hit points. *Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. *Hit:* 74 (10d12 + 9) bludgeoning damage. If the target is an object or structure, it takes double damage. > > ***Propaganda.*** Liberty Prime chooses any number of creatures within 100 feet of him. If a target can hear Liberty Prime, it gains 20 temporary hit points. > > ### Reactions > > ***Final Service.*** If Liberty Prime is reduced to less than 100 hit points, he destabilizes his Beryllium Reactor and moves up to his speed. When he dies or at the end of his next turn, the Reactor explodes. The blast spreads around corners. Each creature within 120 feet of Liberty Prime takes 180 fire damage and 180 thunder damage. As he is about to die, Liberty Prime faces the nearest flag or monument and salutes. > > ___ > **Image Credits** > > Cover: [Eric Ridgeway](https://www.deviantart.com/art/Fallout-3-Liberty-Prime-543139495) > > Background: [Craig Mullins](https://www.goodbrush.com/)