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___ ___ > ## Regicide >*Huge Mecha, Chaotic Neutral* > ___ > - **Armor Class** 17 (mech hull) > - **Hit Points** 50/50/50/50 > - **Speed** 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|28 (+9)|14 (+2)|22 (+6)|--- [Pilot] |--- [Pilot]|--- [Pilot]| >___ > - **Damage Resistances** nonmagical bludgeoning, piercing, and slashing damage from any source > - **Damage Immunities** necrotic, poison, psychic > - **Condition Immunities** exhaustion, frightened, paralyzed, petrified, poisoned, unconscious > ___ > ### > ***Awareness*** The jovian and its onboard Pilot have advantage on Initiative Rolls, and can't be surprised. > > ***Cockpit.*** The jovian's pilot can experience the world through its senses, and occupants are provided with fresh air and total cover from the outside. > > > ***Damage Threshold: 26*** Damage to the jovian's Hulls below this value is ignored as being superficial. > >***Hulls.*** The jovian's hit points are partitioned into layers around the cockpit and frame, from inner to outer. Outermost hulls receive damage first. Neither damage nor repairs can be split between hulls. Jovians begin with 4 hulls. > > > ***Immutable Construction.*** The jovian is considered a magical artifact, and is immune to any spell or effect which would alter its form or that would destroy it without dealing damage. > > ***Magical Armaments.*** All damage the jovian deals is considered magical for the purposes of overcoming resistances, and it adds its Strength modifier to all damage dealt. > > ***Willful Construct.*** The jovian gains sentience and independence. It will act out on it's own terms, occasionally opposing the pilot. > > > > ___ > ### Tyrant Mode > The jovian can enter or exit Tyrant Mode as a Bonus action. While in Tyrant Mode, the jovian gains the following traits: > * Its speed reduces by half of its maximum and it becomes incapable of taking the Dash or Dodge actions. > * The jovian's crystals may only target creatures and objects that are within a 90-degree cone originating from it. The jovian can reorient the cone once during each of its turns. > * The jovian can use any two Weapon crystals with an Action instead of just one. This increases to three at grade 5, and four at grade 8. > > ___ > ### Actions > ***Unarmed Strike.*** Pummel a target. Melee attack: 20 ft., one target. Hit: [2FB+1]d8 bludgeoning damage. > > ***Kingbreaker*** *Melee Weapon Attack:* ,reach 30 ft., one target. *Hit:* [2FB+1]d12 slashing damage. If the target has more than half of its hit points, add 3d12 radiant damage to each swing. > > ***Patch Hull.*** The jovian donates up to [FB x 10] of its hit points from an inner Hull to repair an outer one. This can't repair a Hull that has 0 HP, nor may it reduce the donor to 0 HP. > > ### Bonus Actions > ***Active Crystal*** The jovian has a number of Active crystal uses equal to its Strength modifier. All expended uses are regained on a rest. > > ***Deposing Grasp*** Attempt to grapple a target larger than Medium: on a success, the target is held overhead and restrained, during which time the only Action the jovian may perform is to Swing the creature or set the creature down. > ***Swing:*** Each creature in a cube originating from the jovian must make a Dexterity saving throw. A target takes full damage on a failed save, or half as much on a successful one. Objects and structures in the cube as well as the grappled creature always takes the full damage of this ability. > > ***Divert Mana (3/Rest).*** Make one disabled crystal return to Online status by rerouting energy to it from a currently-online crystal. The donor crystal falls to disabled status > > ***Runic Wards. (Recharge 5-6)*** A pilot in the cockpit can use their bonus action or reaction to reduce all damage to the jovian's Hull hit points by its DT until the end of their next turn.