SS | Cernocorian Antibody

22 str (+6), 14 dex (+2), 20 CON (+5), 20 int (+5), 20 WIS (+5), 16 cha (+3)

 

Construct, Resistant to illusions, immune to sleep/charm, low function necrotic, poison/disease, physical, fire, lightning

 

Saves - STR +9, DEX +2, CON +5, INT +5 (Advantage), WIS +5 (Advantage), CHA +3

 

skills -

 

Investigate - +12 (Advantage)

History - +12 (Advantage)

Perception - +5 (Advantage)

Athletics - +9 (Advantage per free arm)

Acrobatics - +9

Insight - +11

 

 

Movement - 30ft hover, 120ft teleport

 

 

Multi-Component Operation - The Antibody has four arms. Each arm has 60 HP and 18 AC. So long as more than one arm is active, the Antibody has Advantage on Acrobatics and Athletics checks and Strength saves.

** - On Initiative, each Arm rolls for Initiative, and then the Body rolls for Initiative. Damage to the arms transfers to the body HP. Track HP and initiative separately. (BOSS ONLY (For sanity's sake))

*** - Else, arms take actions as Legendary Actions.

 

Attacks -

 

ARMS

 

Bladeclaw - 10ft reach - +6 to hit, 4d4+6 damage. DEX save vs 16 vs Restrain. Escape DC 16. If currently restraining, can only hit that target. Advantage vs Constructs.

 

Crush -

Vs Restrained target only.
Strength save (Half) vs DC 16 for 8d6+6 Slashing damage.

 

Dismantle -

VS Restrained target or Construct.

Utilizes two arms. STR save (half) vs 18 for 12d6+6 damage.

 

Phazon Beam  - +10 to attack, 60ft range, 3d12 Radiant damage + DC 14 DEX save vs Burning (1d10 at the end of turns until a unit takes an action to put the flames out). Sets flammable objects on fire. Advantage vs Constructs. Restrained targets make the save with Disadvantage and are automatically hit by this attack.

 

Beamblade - 60ft range - DC 16 DEX (half) save vs 6d6 30ft linetrace Fire damage. Restrained targets make the save with Disadvantage.

 

Animate - Uses a currently unoccupied arm to re-animate a dead unit within 10ft of the body. The unit is healed for 2d10 health and counts as both Undead and a Construct. The unit will operate for one minute and has access to whatever resources it had left when it was destroyed. The unit operates on Body initiative.

 

BODY

 

Possess - Attempt to possess any unit currently grappled by an arm for this turn. CHA save vs 16. A unit that is dead automatically fails this save. The Antibody is able to make one attack or spell action with the possessed unit, but it cannot release the unit to make the action.

 

Liven - Conduct electric current across a suitable surface within 30ft of the Antibody. Suitable surfaces include wet surface, metal surface, iron ore, and other conductive material. Units whom are making contact with the conductive surface within 120ft must make a DC 15 DEX save (avoid) vs 8d6 Lightning damage. If this attack connects, it prompts a second DEX 15 CON save vs Stun until the end of their next turn. The Antibody may use itself as a conductive surface instead of the terrain, upon which case the attack will strike all currently restrained units.

 

Detonate - Detonates a currently animated unit by forcing the CERNOS cells within its body to go nuclear. DC 15 DEX save (half) vs 8d6 Fire damage in 30ft of that unit.