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  1. - Top - End - #1
    Colossus in the Playground
     
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    Default Forces Of The Adeptus Mechanicus

    Spoiler: Cyborg Type
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    The Cyborg type is a mix of Construct and Humanoid. Always treat the creature as if it's the LESS beneficial type, unless they have the Mechanical Mastery trait.


    Spoiler: Skitarii Ranger, CR 2
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    Skitarii Ranger
    Medium Cyborg (Skitarii), Lawful Neutral


    Armor Class 18 (Skitarii War Plate)
    Hit Points 26 (4d8+8)
    Speed 35'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    10 (0) 16 (+3) 14 (+2) 16 (+3) 10 (0) 6 (-2)


    Skills Acrobatics +6, Perception +3
    Senses Darkvision 240', Passive Perception 13
    Languages Low Gothic, High Gothic, Binary
    Challenge 2



    Tireless A Ranger has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.

    Feel No Pain A Ranger delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.

    Relentless After Dashing, a Ranger may make a single weapon attack as a bonus action.

    Doctrina Imperatives Once per short rest, a Ranger may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
    +1 to all attack rolls
    +2 to all attack rolls, -1 AC
    +3 to all attack rolls, -2 AC
    +1 AC
    +2 AC, -1 to all attack rolls
    +3 AC, -2 to all attack rolls

    Actions



    Galvanic Rifle Ranged Weapon Attack +6 to hit, range 200'/800', one target. Hit 1d12+3 piercing damage.

    Combat Knife Melee Weapon Attack +6 to hit, reach 5', one target. Hit 1d4+3 slashing damage.

    Extra Attack The Ranger makes two attacks or other attack actions.

    Spoiler: CR Talk
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    Offensive CR: 3
    Defensive CR: 1/2
    Average CR: 2


    Spoiler: Ranger Alpha, CR 5
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    Skitarii Ranger Alpha
    Medium Cyborg (Skitarii), Lawful Neutral


    Armor Class 19 (Skitarii War Plate)
    Hit Points 52 (8d8+16)
    Speed 35'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    10 (0) 18 (+4) 14 (+2) 18 (+4) 14 (+2) 10 (0)


    Skills Acrobatics +8, Perception +6
    Senses Darkvision 240', Passive Perception 16
    Languages Low Gothic, High Gothic, Binary
    Challenge 5



    Tireless An Alpha has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.

    Feel No Pain An Alpha delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.

    Relentless After Dashing, an Alpha may make a single weapon attack as a bonus action.

    Doctrina Imperatives Once per short rest, an Alpha may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
    +1 to all attack rolls
    +2 to all attack rolls, -1 AC
    +3 to all attack rolls, -2 AC
    +1 AC
    +2 AC, -1 to all attack rolls
    +3 AC, -2 to all attack rolls

    Mechanical Mastery The Alpha is treated as humanoid or construct, whichever is more beneficial to them.

    Actions



    Galvanic Rifle Ranged Weapon Attack +8 to hit, range 200'/800', one target. Hit 1d12+4 piercing damage.

    Combat Knife Melee Weapon Attack +8 to hit, reach 5', one target. Hit 1d4+4 slashing damage.

    Extra Attack 2 The Alpha makes three attacks or other attack actions.

    Bonus Action



    Orders The Alpha issues a single order to a single friendly Skitarii within 60', or all friendly Skitarii within 20'.
    Move Move Move! The target may move up to their base speed as a reaction
    Fire On My Target The Alpha selects an enemy target within 120'. The friendly Skitarii affected ignore half and three fourths cover against that target.
    Doctrina Change Now All affected Skitarii can immediately change which Doctrina is active.

    Spoiler: CR Talk
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    Offensive CR: 5
    Defensive CR: 3
    Average CR: 4, +1 for orders


    Spoiler: Skitarii Vanguard, CR 2
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    Skitarii Vanguard
    Medium Cyborg (Skitarii), Lawful Neutral


    Armor Class 18 (Skitarii War Plate)
    Hit Points 26 (4d8+8)
    Speed 30'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    10 (0) 16 (+3) 14 (+2) 16 (+3) 10 (0) 6 (-2)


    Skills Acrobatics +6, Perception +3
    Senses Darkvision 240', Passive Perception 13
    Languages Low Gothic, High Gothic, Binary
    Challenge 2



    Tireless A Vanguard has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.

    Feel No Pain A Vanguard delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.

    Relentless After Dashing, a Vanguard may make a single weapon attack as a bonus action.

    Doctrina Imperatives Once per short rest, a Vanguard may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
    +1 to all attack rolls
    +2 to all attack rolls, -1 AC
    +3 to all attack rolls, -2 AC
    +1 AC
    +2 AC, -1 to all attack rolls
    +3 AC, -2 to all attack rolls

    Actions



    Radium Carbine Ranged Weapon Attack +6 to hit, range 100'/400', one target. Hit 2d4+3 necrotic damage. If a 4 is rolled for damage, roll an additional d4 and add that to the damage total. If that die is a 4, roll again. This can continue endlessly.

    Combat Knife Melee Weapon Attack +6 to hit, reach 5', one target. Hit 1d4+3 slashing damage.

    Extra Attack The Ranger makes two attacks or other attack actions.

    Spoiler: CR Talk
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    Offensive CR: 3
    Defensive CR: 1/2
    Average CR: 2


    Spoiler: Vanguard Alpha, CR 5
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    Skitarii Vanguard Alpha
    Medium Cyborg (Skitarii), Lawful Neutral


    Armor Class 19 (Skitarii War Plate)
    Hit Points 52 (8d8+16)
    Speed 30'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    10 (0) 18 (+4) 14 (+2) 18 (+4) 14 (+2) 10 (0)


    Skills Acrobatics +8, Perception +6
    Senses Darkvision 240', Passive Perception 16
    Languages Low Gothic, High Gothic, Binary
    Challenge 5



    Tireless An Alpha has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.

    Feel No Pain An Alpha delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.

    Relentless After Dashing, an Alpha may make a single weapon attack as a bonus action.

    Doctrina Imperatives Once per short rest, an Alpha may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
    +1 to all attack rolls
    +2 to all attack rolls, -1 AC
    +3 to all attack rolls, -2 AC
    +1 AC
    +2 AC, -1 to all attack rolls
    +3 AC, -2 to all attack rolls

    Mechanical Mastery The Alpha is treated as humanoid or construct, whichever is more beneficial to them.

    Actions



    Radium Carbine Ranged Weapon Attack +8 to hit, range 100'/400', one target. Hit 2d4+4 necrotic damage. If a 4 is rolled for damage, roll an additional d4 and add that to the damage total. If that die is a 4, roll again. This can continue endlessly.

    Combat Knife Melee Weapon Attack +8 to hit, reach 5', one target. Hit 1d4+4 slashing damage.

    Extra Attack 2 The Alpha makes three attacks or other attack actions.

    Bonus Action



    Orders The Alpha issues a single order to a single friendly Skitarii within 60', or all friendly Skitarii within 20'.
    Move Move Move! The target may move up to their base speed as a reaction
    Fire On My Target The Alpha selects an enemy target within 120'. The friendly Skitarii affected ignore half and three fourths cover against that target.
    Doctrina Change Now All affected Skitarii can immediately change which Doctrina is active.

    Spoiler: CR Talk
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    Offensive CR: 5
    Defensive CR: 3
    Average CR: 4, +1 for orders


    Spoiler: Sicarian Ruststalker, CR 7
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    Sicarian Ruststalker
    Medium Cyborg (Skitarii), Lawful Neutral


    Armor Class 21 (Sicarian Battle Armour)
    Hit Points 75 (10d8+30)
    Speed 50'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    16 (+3) 20 (+5) 16 (+3) 16 (+3) 10 (0) 6 (-2)


    Skills Acrobatics +9, Stealth +13
    Senses Darkvision 240', Passive Perception 10
    Languages Low Gothic, High Gothic, Binary
    Challenge 7



    Tireless A Ruststalker has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.

    Feel No Pain A Ruststalker delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.

    Furious Charge If a Ruststalker moves at least 30' in a straight line towards its target before attacking, it gains an extra 1d6 damage on every attack until the end of its turn.

    Transonic If a Ruststalker targets the same enemy for more than one turn with all its attacks, it gains advantage on its attack rolls so long as it attacks the same target.

    Doctrina Imperatives Once per short rest, a Ruststalker may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
    +1 to all attack rolls
    +2 to all attack rolls, -1 AC
    +3 to all attack rolls, -2 AC
    +1 AC
    +2 AC, -1 to all attack rolls
    +3 AC, -2 to all attack rolls

    Actions



    Transonic Razor Melee Weapon Attack +9 to hit, reach 5', one target. Hit 1d12+5 slashing and sonic damage.

    Chordclaw Melee Weapon Attack +9 to hit, reach 5', one target. Hit 2d12+5 slashing and sonic damage.

    Extra Attack 2 The Ruststalker makes three attacks or other attack actions. Only one can be with its chordclaw.

    Bonus Action



    Mindscrambler Grenade Ranged Weapon Attack range 30', 5' AoE. Anyone within the area must make a DC 10 Wisdom save or be stunned until the end of their next turn.

    Spoiler: CR Talk
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    Offensive CR: 7, +1 for Mindscramblers
    Defensive CR: 5
    Average CR: 7


    Spoiler: Sicarian Ruststalker Alpha, CR 11
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    Sicarian Ruststalker Alpha
    Medium Cyborg (Skitarii), Lawful Neutral


    Armor Class 22 (Sicarian Battle Armour)
    Hit Points 120 (16d8+48)
    Speed 50'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    18 (+4) 22 (+6) 16 (+3) 18 (+4) 14 (+2) 10 (0)


    Skills Acrobatics +11, Stealth +16
    Senses Darkvision 240', Passive Perception 12
    Languages Low Gothic, High Gothic, Binary
    Challenge 11



    Tireless A Ruststalker Alpha has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.

    Feel No Pain A Ruststalker Alpha delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.

    Furious Charge If a Ruststalker Alpha moves at least 30' in a straight line towards its target before attacking, it gains an extra 1d6 damage on every attack until the end of its turn.

    Transonic If a Ruststalker Alpha targets the same enemy for more than one turn with all its attacks, it gains advantage on its attack rolls so long as it attacks the same target.

    Doctrina Imperatives Once per short rest, a Ruststalker Alpha may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
    +1 to all attack rolls
    +2 to all attack rolls, -1 AC
    +3 to all attack rolls, -2 AC
    +1 AC
    +2 AC, -1 to all attack rolls
    +3 AC, -2 to all attack rolls

    Mechanical Mastery The Alpha is treated as humanoid or construct, whichever is more beneficial to them.

    Actions



    Transonic Razor Melee Weapon Attack +11 to hit, reach 5', one target. Hit 1d12+6 slashing and sonic damage.

    Chordclaw Melee Weapon Attack +11 to hit, reach 5', one target. Hit 2d12+6 slashing and sonic damage.

    Extra Attack 3 The Ruststalker Alpha makes four attacks or other attack actions. Only one can be with its chordclaw.

    Bonus Action



    Orders The Alpha issues a single order to a single friendly Skitarii within 60', or all friendly Skitarii within 20'.
    Move Move Move! The target may move up to their base speed as a reaction
    Fire On My Target The Alpha selects an enemy target within 120'. The friendly Skitarii affected ignore half and three fourths cover against that target.
    Doctrina Change Now All affected Skitarii can immediately change which Doctrina is active.

    Mindscrambler Grenade Ranged Weapon Attack range 30', 5' AoE. Anyone within the area must make a DC 10 Wisdom save or be stunned until the end of their next turn.

    Spoiler: CR Talk
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    Offensive CR: 11
    Defensive CR: 8
    Average CR: 10, +1 for orders and Mindscramblers


    Spoiler: Sicarian Infiltrator, CR 7
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    Sicarian Infiltrator
    Medium Cyborg (Skitarii), Lawful Neutral


    Armor Class 21 (Sicarian Battle Armour)
    Hit Points 98 (13d8+39)
    Speed 50'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    16 (+3) 20 (+5) 16 (+3) 16 (+3) 10 (0) 6 (-2)


    Skills Acrobatics +9, Stealth +13
    Senses Darkvision 240', Passive Perception 10
    Languages Low Gothic, High Gothic, Binary
    Challenge 7



    Tireless An Infiltrator has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.

    Feel No Pain An Infiltrator delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.

    Neurostatic Aura All enemies who enter within 15' of an Infiltrator or start their turn in this range must take a DC 12 Wisdom saving throw. On a failure, they suffer the effects of a Bane spell until the start of their next turn.

    Doctrina Imperatives Once per short rest, an Infiltrator may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
    +1 to all attack rolls
    +2 to all attack rolls, -1 AC
    +3 to all attack rolls, -2 AC
    +1 AC
    +2 AC, -1 to all attack rolls
    +3 AC, -2 to all attack rolls

    Actions



    Taser Goad Melee Weapon Attack +9 to hit, reach 5', one target. Hit 2d8+5 electric damage. Critical Hit 8d8+5 electric damage.

    Flechette Blaster ranged Weapon Attack +9 to hit, range 40'/160', one target. Hit 5d3+5 piercing damage.

    Extra Attack 2 The Infiltrator makes three attacks or other attack actions.

    Spoiler: CR Talk
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    Offensive CR: 7, +1 for Aura
    Defensive CR: 6
    Average CR: 7


    Spoiler: Sicarian Infiltrator Alpha, CR 11
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    Sicarian Infiltrator Alpha
    Medium Cyborg (Skitarii), Lawful Neutral


    Armor Class 22 (Sicarian Battle Armour)
    Hit Points 135 (18d8+54)
    Speed 50'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    18 (+4) 22 (+6) 16 (+3) 18 (+4) 14 (+2) 10 (0)


    Skills Acrobatics +11, Stealth +16
    Senses Darkvision 240', Passive Perception 12
    Languages Low Gothic, High Gothic, Binary
    Challenge 11



    Tireless An Infiltrator Alpha has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.

    Feel No Pain An Infiltrator Alpha delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.

    Neurostatic Aura All enemies who enter within 20' of an Infiltrator Alpha or start their turn in this range must take a DC 13 Wisdom saving throw. On a failure, they suffer the effects of a Bane spell until the start of their next turn.

    Doctrina Imperatives Once per short rest, an Infiltrator Alpha may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
    +1 to all attack rolls
    +2 to all attack rolls, -1 AC
    +3 to all attack rolls, -2 AC
    +1 AC
    +2 AC, -1 to all attack rolls
    +3 AC, -2 to all attack rolls

    Mechanical Mastery The Alpha is treated as humanoid or construct, whichever is more beneficial to them.

    Actions



    Taser Goad Melee Weapon Attack +11 to hit, reach 5', one target. Hit 2d8+6 electric damage. Critical Hit 8d8+6 electric damage.

    Flechette Blaster ranged Weapon Attack +11 to hit, range 40'/160', one target. Hit 5d3+6 piercing damage.

    Extra Attack 3 The Infiltrator Alpha makes four attacks or other attack actions.

    Bonus Action



    Orders The Alpha issues a single order to a single friendly Skitarii within 60', or all friendly Skitarii within 20'.
    Move Move Move! The target may move up to their base speed as a reaction
    Fire On My Target The Alpha selects an enemy target within 120'. The friendly Skitarii affected ignore half and three fourths cover against that target.
    Doctrina Change Now All affected Skitarii can immediately change which Doctrina is active.

    Spoiler: CR Talk
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    Offensive CR: 11, +1 for Aura
    Defensive CR: 8
    Average CR: 10, +1 for orders
    Last edited by JNAProductions; 2017-03-27 at 10:27 PM.
    I have a LOT of Homebrew!

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  2. - Top - End - #2
    Colossus in the Playground
     
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    Default Re: Forces Of The Adeptus Mechanicus

    Spoiler: Syndonian Dragoon, CR 6
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    Syndonian Dragoon
    Large Cyborg (Skitarii), Lawful Neutral


    Armor Class 17 (Skitarii War Plate)
    Hit Points 95 (10d10+40)
    Speed 60'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    20 (+5) 14 (+2) 18 (+4) 16 (+3) 12 (+1) 8 (-1)


    Skills Athletics +9
    Senses Darkvision 240', Passive Perception 11
    Languages Low Gothic, High Gothic, Binary
    Challenge 6



    Tireless A Dragoon has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.

    Damage Threshold 10 If any attack deals less than 10 damage to a Dragoon, it instead deals no damage. Any attack that deals 11 or more damage deals damage normally.

    Incense Cloud A Dragoon is surrounded by a constant cloud of billowing incense. Any ranged attack made from more than 30' away suffers from disadvantage against the Dragoon, and its exact location is hidden from people more than 60' away-all they know is it's somewhere within the 30' diameter cloud. A DC 16 perception check (DC 19 if it's standing still) can locate its exact position.

    Thunderous Charge A Dragoon's Taser Lance deals triple damage and may be used once as a bonus action in any turn when it Dashes and moves at least 60' in a straight line.

    Doctrina Imperatives Once per short rest, a Dragoon may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
    +1 to all attack rolls
    +2 to all attack rolls, -1 AC
    +3 to all attack rolls, -2 AC
    +1 AC
    +2 AC, -1 to all attack rolls
    +3 AC, -2 to all attack rolls

    Actions



    Taser Lance Melee Weapon Attack +9 to hit, reach 10', one target. Hit 3d8+5 electric damage.

    Extra Attack The Dragoon makes two attacks or other attack actions.

    Spoiler: CR Talk
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    Offensive CR: 6
    Defensive CR: 4, +2 for Damage Threshold
    Average CR: 6


    Spoiler: Ironstrider Ballistarii, CR 7
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    Ironstrider Ballistarii
    Large Cyborg (Skitarii), Lawful Neutral


    Armor Class 17 (Skitarii War Plate)
    Hit Points 95 (10d10+40)
    Speed 60'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    20 (+5) 14 (+2) 18 (+4) 16 (+3) 12 (+1) 8 (-1)


    Skills Athletics +9
    Senses Darkvision 240', Passive Perception 11
    Languages Low Gothic, High Gothic, Binary
    Challenge 7



    Tireless An Ironstrider has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.

    Damage Threshold 10 If any attack deals less than 10 damage to a Dragoon, it instead deals no damage. Any attack that deals 11 or more damage deals damage normally.

    Doctrina Imperatives Once per short rest, an Ironstrider may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
    +1 to all attack rolls
    +2 to all attack rolls, -1 AC
    +3 to all attack rolls, -2 AC
    +1 AC
    +2 AC, -1 to all attack rolls
    +3 AC, -2 to all attack rolls

    Actions



    Twin-Linked Cognis Autocannon Ranged Weapon Attack +6 with advantage to hit, range 500'/2000'. Hit 3d10+2 damage.

    Kick Melee Weapon Attack +5 to hit, reach 5'. Hit 1d10+5 damage.

    Multiattack The Ironstrider makes two TLCA attacks.

    Spoiler: CR Talk
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    Offensive CR: 5, +2 for advantage
    Defensive CR: 4, +2 for Damage Threshold
    Average CR: 7


    Spoiler: Onager Dunecrawler, CR 10
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    Onager Dunecrawler
    Huge Cyborg (Skitarii), Lawful Neutral


    Armor Class 18 (Emanatus Force Field)
    Hit Points 250 (20d12+120)
    Speed 25'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    20 (+5) 10 (0) 22 (+6) 18 (+4) 16 (+3) 10 (0)


    Skills Athletics +10, Perception +13
    Senses Darkvision 240', Passive Perception 23
    Languages Low Gothic, High Gothic, Binary
    Challenge 10



    Tireless An Onager Dunecrawler has advantage on all checks or saves made to avoid exhaustion due to being awake for too long, marching too long, or other similar conditions.

    Feel No Pain An Onager Dunecrawler delays all damage dealt to until the end of its turn. If, for instance, it takes 30 damage between its first turn and its second, it may still act on its second turn. It would then take 30 points of damage and fall unconscious or die, if it was reduced to 0 or below.

    Field Harmonics If an Onager Dunecrawler is within 20' of another Dunecrawler, it gains a +2 bonus to AC. This bonus caps at +4, from two nearby Onagers.

    Damage Threshold 15 If any attack deals less than 15 damage to a Dragoon, it instead deals no damage. Any attack that deals 16 or more damage deals damage normally.

    Crawler An Onager Dunecrawler is never slowed by difficult terrain.

    Doctrina Imperatives Once per short rest, an Onager Dunecrawler may gain the following bonuses and penalties. This takes a bonus action, and lasts until the start of their next turn. Each may be used once per rest.
    +1 to all attack rolls
    +2 to all attack rolls, -1 AC
    +3 to all attack rolls, -2 AC
    +1 AC
    +2 AC, -1 to all attack rolls
    +3 AC, -2 to all attack rolls

    Actions



    Eradication Beam Ranged Weapon Attack range 30'/300'/3000'. Within 30' it produces a 5' radius AoE that deals 6d10 damage on a failed DC 16 Dexterity save (half on a success). 31'-300', it's a 15' radius AoE that deals 4d10 damage. 301'-3000', it's a 30' radius that deals 2d10 damage.

    Cognis Manipulator Melee Weapon Attack +5 to hit, reach 5'. Hit 4d10+5 bludgeoning damage.

    Spoiler: CR Talk
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    Offensive CR: 5
    Defensive CR: 12, +2 for Damage Threshold, +1 for Field Harmonics
    Average CR: 10
    Last edited by JNAProductions; 2017-03-27 at 10:32 PM.
    I have a LOT of Homebrew!

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  3. - Top - End - #3
    Troll in the Playground
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    Default Re: Forces Of The Adeptus Mechanicus

    When i first read this i said hello tech priest class but nope just bunch of wannabe tin monsters marching to be recycled
    Quote Originally Posted by Dark Shadow View Post
    Threads are like cats. They go where they want, and never listen to what you want them to do.


  4. - Top - End - #4
    Colossus in the Playground
     
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    Default Re: Forces Of The Adeptus Mechanicus

    Added CRs to the monsters.
    I have a LOT of Homebrew!

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