Multi-Troop Transport (MTT)

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Multi-Troop Transport (MTT)

Gargantuan construct, unaligned


  • Armor Class 19
  • Hit Points 240(16d20+72)
  • Speed Hover 30ft.

STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 22 (+6) 10 (0) 14 (+2) 7 (-2)

  • Saving throws Str +9, Con +10
  • Damage Vulnerabilities Ion
  • Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, disease
  • Senses -
  • Challenge 18 (20,000 XP)

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Operated. There are placements for four medium sized creatures to operate and control different aspects of this construct. All operators are considered to be behind full cover for the purposes of any combat or castings. The construct's passive perception is also replaced or used by the operators in this order: Pilot, Gunner, and the Overseer. Each operator rolls their own initiative and can use their turn to control their respective station.

Pilot. The construct requires a pilot in order for it to move, make saving throws, or use it's ram action. If the pilot is subjected to any condition that would adhere it's actions or senses, the construct will be unable to move and instantly fails any saving throws until it has an active pilot.

Gunner. The construct requires an active gunner in order to use it's medium repeating blasters. If the gunner is subjected to a condition that would affect it's actions, the construct cannot use it's blaster attack.

Overseer. The construct requires an overseer in order to use it's repair action. The overseer may also double as a back-up operator, however the construct will lose the use of it's repair action until an operator uses a turn to return to it's overseer station. If the overseer is subjected to any condition that would adhere it's actions, senses, or movement, the construct cannot use it's repair action and it cannot replace any vacant placements.

Racker. The construct requires an active racker in order to use it's deploy troops legendary action. If the racker is subjected to any conditions that adhere it's actions or movement, the construct loses it's deploy troops ability.

Maglift's. The MTT ignores difficult terrain and can pass through spaces occupied by creatures of medium size or smaller if they are prone. If the construct receives a critical hit, it loses this feature and falls to the ground, it's movement speed becoming 0ft. until it receives healing.

Troop Transport. The MTT can only transport a total of either: 12 B2 Battle-droids, 3 B1-Battle droid squads, or 20 Destroyer Droids (Destroyer droids increase the MTT's CR to 20 (25,000 XP) )

Vulnerable Interior. The MTT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Siege Monster. The MTT deals double damage to constructs and buildings with it's Ram.

Actions

Pilot The Pilot of the MTT can make 1 Ram attack

Ram The MTT must move half it's movement speed to make this attack. Any creature within the MTT's movement path must make a DC 18 Dexterity saving throw, taking 26 (6d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.

Gunner Of the MTT can make 2 attacks using the medium blaster cannons.

Medium Blaster cannons Ranged Weapon Attack +9 to hit, range 120/240 ft., one target. Hit: 20 (2d10+4) energy damage.

Racker Of the MTT can use their deploy troop's action

Deploy troops The MTT deploys either 1 squad of B1 Battle droids, 2 B2 battle Droids, or 1 Destroyer droid. These troops appear adjacent to the MTT within 5 ft. of it.

Overseer Of the MTT can choose to take the help action if another operator needs to make a skill check or saving throw, or it can take the repair action if it is ready.

Repair (Recharge5-6) The MTT regains 2d8 Hit Points.

 

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