Continuing on from part 1 and part 2 with our visit into the past of Nimmeria here is another updated gearsmen guarding Xoud’s lab at the Technic League Compound. This is a melee/healer model.
“THUNDER PRIEST” CLASS GEARSMEN (Mk. I)
Medium Construct (robot), neutral
Armour Class 17 (reinforced skymetal plating and shield)
Hit Points 72 (8d10 +24)
Speed 30 ft.
Initiative Speed +2 (Dex +2)
STR 28 (+9) DEX 15 (+2) CON 17 (+3)
INT 10 (+0) WIS 11 (+1) CHA 1 (-4)
Skills Perception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t skymetal.
Damage Immunities necrotic, poison, and psychic
Damage Vulnerabilities lightening
Condition Immunities charmed, frightened, paralyses, petrified, poisoned, stunned
Senses Darkvision 60 ft., passive Perception 14
Challenge 6 (2,300 XP)
Gift of the Machine God. As a creature of technology gearsmen mk. I gains many damage and condition resistances and immunities but they are also susceptible to lightning attacks.
Merciful Weapons. Any metal melee weapon wielded by a thunder priest becomes charged with energy that deals an additional 3 (1d6) points of thunder (nonlethal) damage on a hit. This damage is always applied after the normal damage type of the robot’s weapons and it can always choose to knockout instead of killing an opponent when it delivers a killing blow or reduces the target to 0 hit points.
Scanner. The gearsmen mk. I gain’s double proficiency bonus in the Perception skill.
Anathema Nanites (1/day). The thunder priest releases a stream of nanites from its shield arm that targets all friendly and hostile creatures within a 25-foot sphere of the robot. Friendly mechanical targets are repaired for 10 hit points (including the thunder priest). Hostile living creatures must make a DC 15 Constitution save or suffer 10 (1d8+6) necrotic damage as the nanites attack their bodies.
Blunted Mind (1/day). The thunder priest launches a psychic grenade that releases a wave of energy that temporarily interferes with the brain-waves of living creatures. The thunder priest selects a spot within 50 feet and all creatures in a 15-foot sphere of that space must make a DC 15 Intelligence saving throw or take 16 (2d8 +6) psychic damage, and the target takes a –2 penalty to attack rolls and a –4 penalty to damage rolls (save ends both).
Heat of Battle (Recharge 4-6). The thunder priest engulfs the area around it with fire. All creatures that fail a DC 15 Dexterity saving throw take 16 (2d10 +6) fire damage, and ongoing 5 fire damage until the target ends its turn in a space that isn’t adjacent to the thunder priest.
Merciful Warhammer. Melee Natural Weapon Attack: +6 to hit, reach 5 ft.; one target.
Hit: 17 (1d10 +9) bludgeoning damage plus 1d6 thunder damage (included), and the target takes a –2 penalty to AC until the end of the thunder priest’s next turn.
Resolve (1/day). When a thunder preist model gearsman if bloodied it repairs 10 hit points, gains 10 temporary hit points and can make a saving throw against an ongoing effect.
Thunder hammer – as a standard warhammer but does thunder damage. As a technological device, it fails on a natural 1 when used in battle.
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