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Warforged A.C.R.I.D Unit (Stats in Description)
   
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1.149 MB
30 May, 2023 @ 7:52am
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Warforged A.C.R.I.D Unit (Stats in Description)

Description
Item count: 201

Warforged A.C.R.I.D Unit
Medium Construct

Armor Class 17
Hit Points 105 (14d8 + 42)
Speed 30 ft​.

STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)

Saving Throws STR +7, CON +6
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned, Unconscious
Senses Darkvision 60 ft​., Passive Perception 13
Languages Understands common, but can't speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Corrosive Acid. On failed saving throws for acid based attacks, any non-magical worn armor or weapons are corroded. Armor takes a permanent and cumulative -1 penalty to its AC each time it is corroded. The armor is destroyed if the penalty reduces its AC to 10. Weapons take a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

Acid Cloud. The area within a 10-foot​ radius of a detonated Acid Javelin becomes filled with a toxic cloud. Any creature that starts its turn in the cloud or enters it for the first time on a turn takes must make a DC 14 Dexterity saving throw, taking 3d6 acid damage and having their equipment corrode on a failed save, or taking half as much damage on a successful save, with no corrosion.

Explosive Reaction: If the A.C.R.I.D Unit is struck by a critical hit, all gas canisters it carries explode in a burst of acidic gas. Each creature within 10 feet​ of the A.C.R.I.D Unit, including the unit itself, must make a DC 16 Dexterity saving throw, taking 5d6 acid damage and having any non magical equipment corrode on a failed save, or half as much damage on a successful saving throw, with no corrosion. After this, the A.C.R.I.D Unit can no longer make acid based attacks.

Mechanical Regeneration. The A.C.R.I.D Unit regains 10 hit points at the start of its turn. If the unit takes acid or fire damage, this trait doesn't function at the start of the unit's next turn. The A.C.R.I.D Unit dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions
Multiattack. The A.C.R.I.D Unit makes two attacks.

Acid Javelin. Ranged Weapon Attack: +7 to hit, range 30/120 ft​., one target. Hit: 12 (2d6 + 4) piercing damage. Upon impact with a solid surface, the javelin detonates, creating an acidic cloud. Each creature within 5 feet​ of the impact point must make a DC 14 Dexterity saving throw, taking 3d6 acid damage and having their equipment corrode on a failed throw, or half as much on a successful one, with no corrosion.

Power Claw. The unit is fitted with a powerful mechanical claw on its left arm for use in close quarters combat. Melee Weapon Attack: +7 to hit, one target. Hit 15 (3d6 +4) piercing damage.

Corrosive Spray (Recharge 5-6). The A.C.R.I.D Unit releases a burst of corrosive spray in a 15-foot​ cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 24 (7d6) acid damage and having their equipment corrode on a failed save, or half as much damage on a successful one, with no corrosion.

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