{"name":"Steam Warsuit (Flamer)","challenge_rating":"9","xp":"4500","types":"Robot","pb":"4","size":"Large","sizer":"NONE","languages":"Has the riders languages","alignment":"Uses the riders alignment","description":"[p]A steam-powered suit made from reinforced steel plating with a tempered glass dome so the rider can see out. Standing 3 meters tall and wide it clunks around with suprising speed and dexterity. It has weapons mounted on it's arms.[\/p]\r\n\r\n[p]It's piloted by a small or medium creature. It uses the Intelligence, Wisdom and Charisma of the rider.[\/p]","suggested_environments":"","armor_class":"18","hit_points":"160","strength":"20","dexterity":"12","constitution":"20","intelligence":"10","wisdom":"10","charisma":"10","base_movement_units":"","base_movement_in_ft":"40","fly_movement_in_ft":"0","burrow_movement_in_ft":"0","swim_movement_in_ft":"0","climb_movement_in_ft":"0","senses":"The suits instruments increase the passive perception of the rider with +7 and grants 60ft blind sight and 200ft dark vision. It has a flashlight mounted on it's shoulder.","skills":"Advantage on Strength and Constitution Saving Throws and Skill checks, Athletics +11, Acrobatics +8, Perception +11","saving_throws":"STR +9, CON +9, Magical (A)","damage_vulnerabilities":"","damage_resistances":"All damage except spells level 2+, Rare weapons, Force and Electrical","damage_immunities":"Damage threshold 5, Poison, Necrotic, Divine","condition_immunities":"Poisoned, Charmed, Dominated, Confused, Paralyzed, Stunned, Incapacitated, Sleep, Frightened","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"Reactive Armor: set it as a free action on the start of your turn[br]\r\n1. [roll:1d8] and subtract this number from all damage[br]\r\n2. Reroll Saving Throws and take the higher result even when you have advantage[br]\r\n3. +2 AC\r\n[br]\r\n[br]\r\n3x Jump pack: Can use it's rocket pack to double it's jump range. Uses a charge.[br]\r\nInsulated Atmosphere: As long as the cockpit it intact the rider cannot be targetted. The cockpit starts to crack when it has 1\/3 of it's hitpoints left and it takes damage with every hit. Cockpit has 30hp and AC25 when targetted directly.[br]","actions":"It makes 2 arm attacks and a melee attack.\r\n[br]\r\n[b]Arm weapons:[\/b]\r\n[ul]\r\n [li]Flamer (Line): 60ft, 10ft wide, DEX Save DC15 on success the creature takes half damage, [roll:8d6] fire damage.[\/li]\r\n [li]Flamer (Cone): 15ft cone, DEX Save DC15 on success the creature takes half damage, [roll:8d6] fire damage.[\/li]\r\n[\/ul]\r\n[b]Melee:[\/b]\r\n[ul]\r\n [li]Slam!: [roll:1d20+9], on hit [roll:1d12+9] bludgeoning damage, STR Save DC16 or get pushed 10ft away.[\/li]\r\n [li]Kick: [roll:1d20+9], on hit [roll:1d8+9] bludgeoning damage, STR Save DC16 or get knocked prone and pushed 10ft away.[\/li]\r\n [li]Flame Sword: [roll:1d20+9], on hit [roll:2d6+9] slashing damage and [roll:2d8] Fire damage.[\/li]\r\n[\/ul]","bonus_actions":"[ul]\r\n [li]1\/Anti-Magic burst: Dispells all spell effects in a 15ft sphere and disables spellcasting for 1 round. Uses a charge.[\/li]\r\n [li]Eject\/Enter Warsuit[\/li]\r\n[\/ul]","reactions":"[ul]\r\n [li]Emergency Eject: violently ejects the rider before it is destroyed. They take [roll:1d6] bludgeoning damage[\/li]\r\n[\/ul]","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"5999844","source":"","tags":"","isShared":"on","templateId":"2991","blockId":"1532212","world":"d027f1bd-d8f3-44b3-973d-b4acd6b5464e","folder":"32409"}