Aug 7, 2024 4:03 am
[ +- ] Controlling an Automidon
Activating an automidon is simple – a prospective pilot places a drop of their blood in a crystal bowl in one of the two cockpits. Thereafter, the pilot can control the automidon as an extension of their own self, freely using any attack, ability or spell at their disposal through the automidon as if they were the one casting it. Activated automidons reconfigure their weapon styles to match the preference of their pilots, including spellcasting.
When piloting an Automidon, characters may perform actions from the Automidon stat block or their own abilities. When determining the to-hit bonus of an attack, use the Automidon's +8 bonus or their own bonus, whichever is higher. When controlled by two pilots, the automidon moves at incredible speed and may act on both pilot's turns. However, when piloted this way, the Automidon's frame is pushed to its limit and all damage it receives is doubled.
When piloting an Automidon, characters may perform actions from the Automidon stat block or their own abilities. When determining the to-hit bonus of an attack, use the Automidon's +8 bonus or their own bonus, whichever is higher. When controlled by two pilots, the automidon moves at incredible speed and may act on both pilot's turns. However, when piloted this way, the Automidon's frame is pushed to its limit and all damage it receives is doubled.
[ +- ] Hunter Description
Hunter of the Evening Star
The Hunter is a huge construct of smooth black stone and blue crystal, decorated all over with glowing blue runes and mystical mandalas. It fights one-handed with a blue crystal rapier and can cast magical blasts of energy from its other hand. A yellow and blue cloak billows from its back, lending it a knightly look. It is the most balanced of the three constructs.
The Hunter is a huge construct of smooth black stone and blue crystal, decorated all over with glowing blue runes and mystical mandalas. It fights one-handed with a blue crystal rapier and can cast magical blasts of energy from its other hand. A yellow and blue cloak billows from its back, lending it a knightly look. It is the most balanced of the three constructs.
[ +- ] Hunter Statblock
Automidon
Huge construct, unaligned
Armor Class: 18 (natural armor)
Hit Points: 142 (15d10+60)
Speed: 50 ft.
STR 21 (+5)
INT 14 (+2)
DEX 12 (+1)
WIS 13 (+1)
CON 18 (+4)
CHA 10 (+0)
Proficiency Bonus +3
Saving Throws Str +8, Con +7
Skills Perception +7, Stealth +4
Damage Immunities: poison
Condition Immunities: charmed, exhausted, frightened, paralyzed, poisoned
Senses passive Perception 17
Languages understands commands in any language but does not speak
Challenge 8 (3,900 XP)
Construct Nature. An Automidon is not alive and does not require air, food, drink, or sleep.
Actions
Multiattack. The possessed automidon makes two strike attacks.
Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage.
Automidon Arcana. The piloted automidon uses one of the following arcane powers.
Hunter Form. The arcana targets up to three enemies within 120 feet of the automidon, each of which must make a DC 15 Dexterity saving throw or take 16 (3d10) force damage
Mega Attack (recharge 5-6). The piloted automidon targets all creatures in a 30-foot cone OR a 50-foot line directly in front of it. Each targeted creature must make a DC 15 Dexterity saving throw, taking 55 (10d10) force (Hunter Form), radiant (Imperator form), or necrotic (Jester Form) damage on a failure and half damage on a success.
Huge construct, unaligned
Armor Class: 18 (natural armor)
Hit Points: 142 (15d10+60)
Speed: 50 ft.
STR 21 (+5)
INT 14 (+2)
DEX 12 (+1)
WIS 13 (+1)
CON 18 (+4)
CHA 10 (+0)
Proficiency Bonus +3
Saving Throws Str +8, Con +7
Skills Perception +7, Stealth +4
Damage Immunities: poison
Condition Immunities: charmed, exhausted, frightened, paralyzed, poisoned
Senses passive Perception 17
Languages understands commands in any language but does not speak
Challenge 8 (3,900 XP)
Construct Nature. An Automidon is not alive and does not require air, food, drink, or sleep.
Actions
Multiattack. The possessed automidon makes two strike attacks.
Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage.
Automidon Arcana. The piloted automidon uses one of the following arcane powers.
Hunter Form. The arcana targets up to three enemies within 120 feet of the automidon, each of which must make a DC 15 Dexterity saving throw or take 16 (3d10) force damage
Mega Attack (recharge 5-6). The piloted automidon targets all creatures in a 30-foot cone OR a 50-foot line directly in front of it. Each targeted creature must make a DC 15 Dexterity saving throw, taking 55 (10d10) force (Hunter Form), radiant (Imperator form), or necrotic (Jester Form) damage on a failure and half damage on a success.