Expanded Arcane Siege Engines

by Sonixerse

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Expanded Arcane Engines

Arcane Engines

Thanks to several advances in magic and technology, some societies have created powerful yet autonomous machines of war. One of the first and most notable of this emergent technology was the hellfire engines that roam the Nine Hells harvesting souls for its fiendish overlords.

Emergent Technologies

Similar machines have been created on the Material Plane, each with its own unique design and function depending on its creator. Although this compendium will provide numerous templates and models of common arcane engines, the same design can take many forms. For example, an arcane engine designed by kobold may take on a more draconic appearance, while an engine of wood elf society may possess a more organic or floral design.

Vehicular Substitute

At first glance, many arcane engines appear to function as vehicles or troop transports. However, it is important to differentiate these constructs from standard vehicles and siege weapons. Arcane engines are fully sentient and are able to adapt and formulate plans of their own, albeit typically within the bounds of their defined purpose.

However, despite their autonomous nature, they are still designed to work in tandem with a dedicated crew to take full advantage of its offensive capabilities.

Dragon Engine

The first dragon engine is believed to be first created by the kobold. Crafted by the most brilliant and often maniacal of kobolds, this construct was designed to be the ultimate war machine.

The dragon engine has an extremely versatile design that grants it both melee and ranged capabilities. It possesses two siege fails that it can use to annihilate any creature that wanders too close, while incinerating deadly threats from afar. However, its most powerful weapon is its dragon breath cannon, which can be used to burn swathes into enemy ranks.

Battle Ram

The battle ram is a heavily armored battle engine designed by dwarves. These machines are known for its nearly impenetrable armor. These constructs were designed as the ultimate siege engine, capable of enduring large amounts of punishment to allow troops to safely advance behind enemy lines.

Because the battle ram possesses very few ranged capabilities, they are typically only employed as troop transports and demolition troops, using their thunder rams to annihilate any fortification in a matter of seconds.

Ballista Chariot

Ballista Chariots were designed as an autonomous replacement for standard cavalry. These constructs are able to navigate through the battlefield with incredible speed and agility, allowing them to harry any unprotected flanks of their enemies with their ballista cannons

Arcane Siege Launcher

Arcane siege launchers are designed are autonomous arcane siege weapons, loosely inspired by trebuchets and catapults. Unlike their precursors, these weapons are magically powered, often through crystals, runes, or other arcane power sources. These constructs can be quite versatile as they are able to concentrate this magical energy in a variety of ways such as a focused beam to increase range, an explosive blast to suppress an enemy's advance, or a swarm of arcane projectiles to minimize friendly fire.

Tunnel Strider

The tunnel strider was designed to be the ultimate troop transport. Unlike other arcane engines, it possesses a special set of spider-like legs that enables it to leap incredible distances and even climb ceilings.

Despite its superior mobility, its only means of defense are its enlarged legs. Therefore, it is heavily relevant on its passages for advanced means of self-defense

Bonecrusher Engine

The bonecrusher engine is a malevolent construct whose design is believed to have originated from goblins or orcs. These machines are covered in layers of jagged spikes and spines.

Whereas most siege engines crush anything underneath its path, bonecrusher engines use their jagged spikes to impale their victims to its form. In fact, many bonecrusher engines are decorated with various skeletons and skulls of previous victims.

Unlike most siege constructs, the bonecrusher is designed for close combat, utilizing its colossal flail and cleaver to decimate opponents. These typically serve as frontline troops, using their thick hide to protect allies from harm. Although their primary ranged capabilities rely on troops stationed on its various battle platforms, it does possess the capability to unleash a salvo of jagged pikes at nearby enemies.

Geartreader

The geartreader is probably the most advanced of all siege constructs. Its design provides the mobility of the Ballista Chariot, the durability of the battle ram, and the explosive potential of siege launcher arcane. Due to the success of these constructs, many races have developed numerous variants of the geartreader.

Many of these alternative designs typically specialize in a special form of energy. Some models such as the Stormburst Geartreader are able to redirect magical energy(lightning specifically for this design) to charge its weapons. Others, such as as the Spellsiege Geartreader has a number of tools to nullify and even redirect magical effects.

In conclusion, each of these models were designed to be perfectly versatile war machines that could handle any situation that the battlefield throws at it.

Waverunner

The waverunner is the aquatic counterpart to Ballista Chariots. These constructs are often used by many aquatic and coastal societies to patrol their waters to protect it from threats such as pirates and sea monsters. Due to their small size and limited durability, they tend to be deployed in groups or accompanying the much larger wave breaker.

Wavebreaker

Most wavebreaker tend to resemble an autonomous galleon. Due to power limitations, wavebreakers tend to be much smaller than true sea-faring vessels and are more akin to a sentient yacht. Despite their comparatively small size, these constructs t can prove to be quite the match for their vehicular counterparts, especially when coupled with a skilled crew.

Trenchdiver

The trenchdiver is a modified wave breaker designed for completely underwater expeditions. It sacrifices the mobility of its precursor for a heavily armored hull that protects its crew from the hazards of being at the ocean floor. Its traditional weaponry has been replaced with arcane depth charges that are particularly effective against many underwater threats.

Ornithopters

Ornithopters are special flying constructs that can easily be identified by its pair of rapidly flapping wings, akin to that of a dragonfly or hummingbird.

Because the design of these constructs emphasizes speed over durability, ornithopters typically find more utility as scouts over siege engines. However, they have the potential to be effective skirmishes, harassing the enemy long enough until reinforcements arrive.

Aethernaughts

Aethernaughts are some of the most advanced of arcane engines. These constructs resemble flying yachts. Just like its aquatic counterpart, the wavebreaker, aether aught tend to be small when compared to standard vehicles.

Although many aethernaughts rely on arcane crystals or runes to stay aloft, many of these constructs actually siphons the wind around as a source of power.

As a defense mechanism, these constructs are able to generate a localized gale around itself to determine small, more agile opponents. The aethernaught is also able to minimize its weapon payload thanks to its special aetheric weaponry. Instead of relying on a power source or ammunition, these aether cannons simply channel the surrounding winds and ambient arcane energy into concentrated bursts of energy.



Dragon Engine

Large Construct, unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 114(12d10+48)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18(+4) 16 (+3) 19 (+4) 2 (-4) 7 (-2) 1 (-5)

  • Saving Throws Str+8, Dex+7, Con+8
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical weapons
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses 120ft. darkvision, passive perception 10
  • Languages Languages of its creator
  • Proficiency Bonus +4
  • Challenge 11 (7200 xp)

Battle Platform The Dragon Engine has 4 platforms built into its chassis where one Small or smaller creature can ride without squeezing. These creatures are considered to have half cover. While on these platforms, these can only be targeted by melee attacks with a reach of at least 10ft.

Battle Plating The Dragon Engine can reduce damage taken by 10.

Belching Fumes Whenever the Dragon Engine is hit with a critical hit, the Dragon Engine is unable to use its Dragon's Breath and creature on or inside the Dragon Engine takes 14(4d6) fire damage

Crushing Stride The Dragon Engine can move through a Medium or smaller creature's space. A creature whose space the Dragon Engine enters must succeed a DC 16 Dexterity saving throw.

On a successful saving throw, the creature is pushed to the nearest space out of the Dragon Engine's path. On a failed saving throw, the creature falls prone and takes 21 (6d6) bludgeoning damage.

If the Dragon Engine remains prone in the creature's space, the creature is restrained until its no longer in the dragon's engine's space.

Creatures can only be affected by this feature once a turn.

While restrained in this way, the creature or another creature within 5ft. of it can make a DC 15 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5ft. of the Dragon Engine and is no longer restrained.

Operator Helm The Dragon Engine has a helm that can hold up to four Small creatures which have full cover the Dragon Engine.

Immutable Form The Dragon Engine is immune to any spell or effect that would alter its form

Siege Monster The Dragon Engine deals double damage to buildings and objects

Semi-Autonomous The Dragon Engine can either take an action or move on its turn, but not both.

If the Dragon Engine has at least one creature helming its control, it can move and operate as normal as long as its crew uses its action operating the Dragon Engine.

If the Dragon Engine has more than one crew member, it has additional traits as long there are enough operators to spend their turns operating the Dragon Engine.

Wheeled Frame If the Dragon Engine is knocked prone, its movement speed is reduced to 0. The Dragon Engine can only right itself with a successful DC 16 Strength check from a creature within 5ft. of it.

Crew Benefits

The Dragon Engine gains the following benefits when it has more than one crew member helming it

Rapid Reload(Two or more crew) The Dragon Engine can roll its d6 with advantage to recover its Dragon's breath

Full Speed(three or more crew) The Dragon Engine can use its bonus action to take the Dash or Disengage action

Full Arsenal(Four crew) When the Dragon Engine takes its Multiattack: it can make four attacks: two with its fiery flails and two with its dragon cannon.

Actions

Multiattack. The Dragon Engine can make two attacks with its Dragon Flails. Alternatively, it can make two Dragon Cannon Attacks

Spiked Flail. Melee Weapon Attack: +8 to hit, 10ft. to hit, one target. Hit: 13(2d8+4) piercing damage + 9(2d8) fire damage

Dragon Cannon. Melee Weapon Attack: +8 to hit, 120ft. to hit, one target. Hit: 22(4d8+4) fire damage

Dragon's Breath(Recharge 5-6) Creatures in a 30ft. cone must succeed a DC 15 Dexterity saving throw. On a failed saving throw, creatures take 36 (8d8) fire damage and half as much on a successful saving throw.



Battle Ram

Huge Construct, unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 162(12d12+84)
  • Speed 30ft.

STR DEX CON INT WIS CHA
24(+7) 10 (+0) 24 (+7) 2 (-4) 7 (-2) 1 (-5)

  • Saving Throws Str +12, Con+12
  • Damage Resistances bludgeoning, piercing, and slashing damage from attacks that are not made of adamantine, necrotic
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses 120ft. darkvision, passive perception 10
  • Languages Languages of its creator
  • Proficiency Bonus +5
  • Challenge 15 (13000 xp)

Impervious Construction Whenever the Battle Ram is hit with a critical hit, it can treat the damage as if it were from a normal hit.

Battle Platform The Battle Ram has 4 platforms built into its chassis where one Medium or smaller creature can ride without squeezing. These creatures are considered to have half cover. While on these platforms, these can only be targeted by melee attacks with a reach of at least 10ft.

Battle Plating The Battle Ram can reduce damage taken by 10.

Battle Treads The Battle Ram can move across difficult terrain caused by rocky or icy terrain without expending additional movement speed.

Crushing Stride The Battle Ram can move through a Medium or smaller creature's space. A creature whose space the Battle Ram enters must succeed a DC 19 Dexterity saving throw.

On a successful saving throw, the creature is pushed to the nearest space out of the Battle Ram's path. On a failed saving throw, the creature falls prone and takes 35 (10d6) bludgeoning damage.

Creatures can only be affected by this feature once a turn.

If the Battle Ram remains prone in the creature's space, the creature is restrained until its no longer in the Battle Ram's space.

While restrained in this way, the creature or another creature within 5ft. of it can make a DC 20 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5ft. of the Battle Ram and is no longer restrained.

Dense Form The Battle Ram has advantage on saving throws that would knock it prone or forcibly move it.

Operator Helm The Battle Ram has a helm that can hold up to three Medium or smaller creatures which have full cover inside the Battle Ram.

Immutable Form The Battle Ram is immune to any spell or effect that would alter its form

Shed Armor When the Battle Ram is hit with a critical hit, it cannot benefit from its Battle Plating feature and its armor class decreases by 3 until the start of its next turn..

Siege Monster The Battle Ram deals double damage to buildings and objects

Semi-Autonomous The Battle Ram can either take an action or move on its turn, but not both.

If the Battle Ram has at least one creature helming its control, it can move and operate as normal as long as its crew uses its action operating the Battle Ram.

If the Battle Ram has more than one crew member, it has additional traits as long there are enough operators to spend their turns operating the Battle Ram.

Thunderous Charge If the Battle Ram moves at least 20ft. in a straight line and make s a Thunder Ram attack on the same turn, it can deal an additional 11(2d10) thunder damage.

Wheeled Frame If the Battle Ram is knocked prone, its movement speed is reduced to 0. The Battle Ram can only right itself with a successful DC 20 Strength check from a creature within 5ft. of it.

Crew Benefits

The Battle Ram gains the following benefits when it has more than one crew member helming it

Ramming Speed(two or more crew) The Battle Ram can use its bonus action to Dash or Disengage

Rapid Slam(three crew) When the Battle Ram takes its Multiattack: it can make two attacks with its Thunder Ram

Actions

Thunder Ram. Melee Weapon Attack: +12 to hit, 10ft. to hit, one target. Hit: 33(4d12+7) bludgeoning damage.

Upon a hit, creatures (including the target) in a 10ft. radius around a the Battle Ram must succeed a DC 20 Strength saving throw. On a failed saving throw, creatures take 27 (5d10) thunder damage and are pushed back 10ft. and knocked prone.

On a successful saving throw, creatures take half damage and are not pushed. This attack creatures a thunderous boom that can be heard 600ft. away.



Ballista Chariot

Large Construct, unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 51(6d12+12)
  • Speed 60ft.

STR DEX CON INT WIS CHA
16(+3) 16 (+3) 14 (+2) 2 (-4) 7 (-2) 1 (-5)

  • Saving Throws Str+5, Dex+5, Con+3
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Damage Immunities poison, psychic, necrotic
  • Condition Immunities blinded, charmed, deafened, frightened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses 120ft. darkvision, passive perception 10
  • Languages Languages of its creator
  • Proficiency Bonus +2
  • Challenge 4 (1100 xp)

Battle Platform The Ballista Chariot has 1 platform built into its chassis where one Medium or smaller creature can ride without squeezing. These creatures are considered to have half cover. While on these platforms, these can only be targeted by melee attacks with a reach of at least 10ft.

Battle Plating The Ballista Chariot can reduce damage taken by 5.

Crushing Stride The Ballista Chariot can move through a Medium or smaller creature's space. A creature whose space the Ballista Chariot enters must succeed a DC 14 Dexterity saving throw.

On a successful saving throw, the creature is pushed to the nearest space out of the Ballista Chariot's path. On a failed saving throw, the creature falls prone and takes 14 (4d6) bludgeoning damage.

Creatures can only be affected by this feature once a turn.

If the Ballista Chariot remains prone in the creature's space, the creature is restrained until its no longer in the Ballista Chariot's space.

While restrained in this way, the creature or another creature within 5ft. of it can make a DC 13 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5ft. of the Ballista Chariot and is no longer restrained.

Operator Helm The Ballista Chariot has a helm that can hold up to one Medium creature which has half cover while inside the Ballista Chariot. This creature can only be targeted by melee attacks with a reach of at least 10ft.

Impaling Bolt If the Ballista Chariot deals a critical hit with its Ballista Bolt, a Large or smaller creature is considered restrained(escape DC 13)

Immutable Form The Ballista Chariot is immune to any spell or effect that would alter its form

Jammed Axles When the Ballista Chariot is hit with a critical hit, it movement speed is reduced to 0 and it suffers disadvantage on Dexterity ability checks, and saving throws until the end of its next turn.

Siege Monster The Ballista Chariot deals double damage to buildings and objects

Semi-Autonomous The Ballista Chariot can either take an action or move on its turn, but not both.

If the Ballista Chariot has at least one creature helming its control, it can move and operate as normal as long as its crew uses its action operating the Ballista Chariot.

Actions

Multiattack The Ballista Chariot can make two attacks with its Ballista Bolt

Ballista Bolt Ranged Weapon Attack: +5 to hit, 150/600ft. to hit, one target. Hit: 10(2d6+3) piercing damage.



Arcane Siege Launcher

Huge Construct, unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 105(10d12+40)
  • Speed 30ft.

STR DEX CON INT WIS CHA
21(+5) 16 (+3) 19 (+4) 2 (-4) 7 (-2) 1 (-5)

  • Saving Throws Str+8, Dex+6, Con+7
  • Skills Perception +1
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses 120ft. darkvision, passive perception 11
  • Languages Languages of its creator
  • Proficiency Bonus +3
  • Challenge 8 (3900 xp)

Battle Platform The Arcane Siege Launcher has 2 platforms built into its chassis where one Medium or smaller creature can ride without squeezing. These creatures are considered to have half cover. While on these platforms, these can only be targeted by melee attacks with a reach of at least 10ft.

Battle Plating The Arcane Siege Launcher can reduce damage taken by 5.

Crushing Stride The Arcane Siege Launcher can move through a Medium or smaller creature's space. A creature whose space the Arcane Siege Launcher enters must succeed a DC 16 Dexterity saving throw.

On a successful saving throw, the creature is pushed to the nearest space out of the Arcane Siege Launcher's path. On a failed saving throw, the creature falls prone and takes 21 (6d6) bludgeoning damage.

Creatures can only be affected by this feature once a turn.

If the Arcane Siege Launcher remains prone in the creature's space, the creature is restrained until its no longer in the Arcane Siege Launcher's space.

While restrained in this way, the creature or another creature within 5ft. of it can make a DC 16 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5ft. of the Arcane Siege Launcher and is no longer restrained.

Operator Helm The Arcane Siege Launcher has a helm that can hold up to two Medium creatures which has half cover while inside the Arcane Siege Launcher. This creature can only be targeted by melee attacks with a reach of at least 10ft.

Immutable Form The Arcane Siege Launcher is immune to any spell or effect that would alter its form

Weapon Malfunction When the Arcane Siege Launcher is hit with a critical hit, it is unable to reroll its Barrage until the end of its next turn.

If its Barrage is fully charged, it is unable to use this ability and its recharge is forced to reset

Siege Monster The Arcane Siege Launcher deals double damage to buildings and objects

Semi-Autonomous The Arcane Siege Launcher can either take an action or move on its turn, but not both.

If the Arcane Siege Launcher has at least one creature helming its control, it can move and operate as normal as long as its crew uses its action operating the Arcane Siege Launcher.

Crew Benefits

The The Arcane Siege Launcher gains the following benefits when it has more than one crew member helming it

Rapid Reload(two crew) The Arcane Siege Launcher can roll a d6s with advantage to recover its barrage.

Actions

Arcane Bolt Creatures in a 10ft. radius around a spot with 600ft. of the Arcane Siege Launcher must succeed a DC 16 Dexterity saving throw or take 33 (6d10) damage of Arcane Siege Launchers choice from cold, fire, force, lightning, or radiant damage. On a successful saving throw, creatures take half damage and are otherwise unaffected.

Barrage(Recharge 5-6)

The Arcane Siege Engine can use its action to use one of the following abilities.

Arcane Lance Creatures in a 300ft. long and 10ft. wide line must succeed a DC 16 Dexterity saving throw.

On a failed saving throw, creatures take 33 (6d10) damage of Arcane Siege Launchers choice from cold, fire, force, lightning, or radiant damage. On a successful saving throw, creatures take half damage and are otherwise unaffected.

Creatures in this area cannot benefit from half or three-fourth's cover.

Explosive Volley Creatures in a 30ft. radius around 4 spots within 300ft. of the Arcane Siege Launcher must succeed a DC 16 Dexterity saving throw.

On a failed saving throw, creatures take 33 (6d10) damage of Arcane Siege Launchers choice from cold, fire, force, lightning, or radiant damage. On a successful saving throw, creatures take half damage and are otherwise unaffected.

Creatures can only be affected by one of these volleys, even if the area overlaps.

Homing Missiles All creatures of the Arcane Siege Launcher's choice within a 60ft. radius around the Arcane Siege Engine takes 15 (6d4) damage of Arcane Siege Launchers choice from cold, fire, force, lightning, or radiant damage.

If a creature uses the Shield spell of a similar effect, it takes no damage from this feature.



Tunnel Strider

Large Construct, unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 76(8d10+32)
  • Speed 40ft., 40ft. Climb

STR DEX CON INT WIS CHA
21(+5) 16 (+3) 19 (+4) 2 (-4) 7 (-2) 1 (-5)

  • Saving Throws Str+8, Dex+6, Con+7
  • Skills Perception +1
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses 120ft. darkvision, passive perception 11
  • Languages Languages of its creator
  • Proficiency Bonus +3
  • Challenge 7 (2900 xp)

All-Terrain Mobility The Tunnel Strider can move across difficult terrain without expending additional movement speed.

Battle Platform The Tunnel Strider has 4 platforms built into its chassis where one Medium or smaller creature can ride without squeezing. These creatures are considered to have half cover. While on these platforms, these can only be targeted by melee attacks with a reach of at least 10ft.

Battle Plating The Tunnel Strider can reduce damage taken by 10.

Cripple When the Tunnel Strider is hit with a critical hit, it falls prone and its movement speed is reduced to 0 until the end of its next turn.

Multi-legged The Tunnel Strider can move through a Medium or smaller creature's space without expending additional movement.

Powerful Leap The Tunnel Strider can spend any amount of its movement speed to make jump vertically or horizontally by that amount.

Operator Helm The Tunnel Strider has a helm that can hold up to two Medium creatures which have half cover while inside the Tunnel Strider. This creature can only be targeted by melee attacks with a reach of at least 10ft.

Immutable Form The Tunnel Strider is immune to any spell or effect that would alter its form

Siege Monster The Tunnel Stride deals double damage to buildings and objects

Semi-Autonomous The Tunnel Strider can either take an action or move on its turn, but not both.

If the Tunnel Strider has at least one creature helming its control, it can move and operate as normal as long as its crew uses its action operating the Tunnel Strider.

Spider Climb The Tunnel Strider can climb difficult surfaces without needing to make an ability check.

Vulnerable Underbelly Medium and smaller creatures have advantage on attacks roll against the Tunnel Stride if it is occupies the same space as the Tunnel Strider

Crew Benefits

The Tunnel Strider gains the following benefits when it has more than one crew member helming it

Nimble Stride(two crew) The Tunnel Strider can use its bonus action to take Dash or Dodge as a bonus action

Actions

Multiattack The Tunnel Strider can make two Stomp Attacks

Stomp Melee Weapon Attack: +8 to hit, 10ft. to hit, one target. Hit: 16(2d10+5) bludgeoning damage.

Bonus Action.

Stomp Melee Weapon Attack: +8 to hit, 0ft. to hit, one target in its space. Hit: 16(2d10+5) bludgeoning damage.



Bonecrusher Engine

Huge Construct, unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 162(12d12+84)
  • Speed 30ft.

STR DEX CON INT WIS CHA
24(+7) 10 (+0) 24 (+7) 2 (-4) 7 (-2) 1 (-5)

  • Saving Throws Str, Dex, Con
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses 120ft. darkvision, passive perception 10
  • Languages Languages of its creator
  • Proficiency Bonus +5
  • Challenge 15 (13000 xp)

Brutal Design The Bonecrusher Engine can deal a critical hit on a 19-20. Upon dealing a critical hit, it can triple the damage die.

Battle Platform The Bonecrusher Engine has 4 platforms built into its chassis where one Medium or smaller creature can ride without squeezing. These creatures are considered to have half cover. While on these platforms, these can only be targeted by melee attacks with a reach of at least 10ft.

Battle Plating The Bonecrusher Engine can reduce damage taken by 10.

Crushing Stride The Bonecrusher Engine can move through a Medium or smaller creature's space. A creature whose space the Bonecrusher Engine enters must succeed a DC 20 Dexterity saving throw.

On a successful saving throw, the creature is pushed to the nearest space out of the Bonecrusher Engine's path. On a failed saving throw, the creature takes 32 (5d12) piercing damage and is restrained on the Bonecrusher Engine.

Creatures can only be affected by this feature once a turn.

If the Bonecrusher Engine remains prone in the creature's space, the creature is restrained until its no longer in the Bonecrusher Engine's space.

While restrained in this way, the creature or another creature within 5ft. of it can make a DC 20 Strength check to free itself from the spikes. On a success, the creature is shunted to an unoccupied space of its choice within 5ft. of the Bonecrusher Engine and is no longer restrained.

Operator Helm The Bonecrusher Engine has a helm that can hold up to four medium creatures which have full cover inside the Bonecrusher Engine.

Immutable Form The Bonecrusher Engine is immune to any spell or effect that would alter its form

Siege Monster The Bonecrusher Engine deals double damage to buildings and objects

Semi-Autonomous The Bonecrusher Engine can either take an action or move on its turn, but not both.

If the Bonecrusher Enginehas at least one creature helming its control, it can move and operate as normal as long as its crew uses its action operating the Bonecrusher Engine.

If the Bonecrusher Engine has more than one crew member, it has additional traits as long there are enough operators to spend their turns operating the Bonecrusher Engine.

Spiked Armor If a creature grapples the Bonecrusher Engine or hits it with a melee weapon attack while within 5ft. of it, that creature take 7(1d12) piercing damage.

Wheeled Frame If the Bonecrusher Engine is knocked prone, its movement speed is reduced to 0. The Bonecrusher Engine can only right itself with a successful DC 20 Strength check from a creature within 5ft. of it.

Crew Benefits

The Bonecrusher Engine gains the following benefits when it has more than one crew member helming it

Rapid Reload(two or more crew) The Bonecrusher Engine can roll its d6 with advantage to recover its Pike Launchers

Ramming Speed(three or more crew) The Bonecrusher Engine can use its Bonus Action to Dash or Disengage

Flesh Grind(four crew) At the start of each of its turns, the Bonecrusher Engine can shift its metal plates to grind and crush creatures stuck on its body spikes. Upon using this feature, restrained creatures take 13(2d12) piercing damage.

Actions

Multiattack The Bonecrusher Engine can make two attacks on its turn: one with its Siege Flail and one with its Flesh Cleaver

Siege Flail Melee Weapon Attack: +12 to hit, 10ft. to hit, one target. Hit: 20(2d12+7) bludgeoning damage + 13 (2d12) piercing damage. On a hit, the target must succeed a DC 20 Strength saving throw or be knocked prone.

Flesh Cleaver Melee Weapon Attack: +12 to hit, 10ft. to hit, one target. Hit: 33(4d12+7) slashing damage. If the target is prone, this attack deals an additional 13 (2d12) slashing damage.

Pike Launchers(Recharge 5-6) Creatures within a 30ft. radius around the Bonecrusher Engine must succeed a DC 20 Dexterity saving throw. On a failed saving throw, creatures take 65 (10d12) piercing damage and are restrained (escape DC 20). On a successful saving throw, creatures take half damage and are otherwise unaffected.



Geartreader

Huge Construct, unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 126(12d12+48)
  • Speed 40ft.

STR DEX CON INT WIS CHA
21(+5) 16 (+3) 19 (+4) 2 (-4) 7 (-2) 21 (+5)

  • Saving Throws Str+9, Dex+7, Con+8
  • Skills Perception +2
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses 120ft. darkvision, passive perception 12
  • Languages Languages of its creator
  • Proficiency Bonus +4
  • Challenge 10 (5900 xp)

Battle Platform The Geartreader has 4 platforms built into its chassis where one Medium or smaller creature can ride without squeezing. These creatures are considered to have three-fourth's cover. While on these platforms, these can only be targeted by melee attacks with a reach of at least 10ft.

Battle Plating The Geartreader can reduce damage taken by 10.

Battle Treads The Geartreader can move through difficult terrain without expending additional movement

Crushing Stride The Geartreader can move through a Medium or smaller creature's space. A creature whose space the Geartreader enters must succeed a DC 20 Dexterity saving throw.

On a successful saving throw, the creature is pushed to the nearest space out of the Geartreader's path. On a failed saving throw, the creature falls prone and takes 28 (8d6) bludgeoning damage.

Creatures can only be affected by this feature once a turn.

If the Geartreader Engine remains prone in the creature's space, the creature is restrained until its no longer in the Geartreader space.

While restrained in this way, the creature or another creature within 5ft. of it can make a DC 20 Strength check to free itself from the spikes. On a success, the creature is shunted to an unoccupied space of its choice within 5ft. of the Geartreader and is no longer restrained.

Engine Malfunction Upon taking a critical hit, the Geartreader's movement speed is reduced to 0 until the end of its next turn

Operator Helm The Geartreader has a helm that can hold up to four Medium creatures which have full cover while inside the Geartreader.

Immutable Form The Geartreader is immune to any spell or effect that would alter its form

Siege Monster The Geartreader deals double damage to buildings and objects

Semi-Autonomous The Geartreader can either take an action or move on its turn, but not both.

If the Geartreader has at least one creature helming its control, it can move and operate as normal as long as its crew uses its action operating the Fear Treader.

Crew Benefits

The Geartreader gains the following benefits when it has more than one crew member helming it

Auxilliary Gunner(2 crew or more) The Geartreader can use its bonus action to gain advantage on its next cannon attack.

Full Speed(three crew or more) The Geartreader can use its bonus action to take Dash or Dodge as a bonus action

Rapid Reload(four crew) The Geartreader can roll a d6 with advantage to recharge its mortar.

Actions

Multiattack The Gear Treader can make two attacks with its Cannon on its turn.

Cannon Melee Weapon Attack: +9 to hit, 10ft. to hit, one target. Hit: 19(4d6+5) bludgeoning damage. On a hit, the target and creature within 10ft. of it takes an additional 14(4d6) fire damage.

Mortar(Recharge 5-6) Creatures in a 30ft. radius around a a spot within 150ft. of the Geartreader must succeed a DC 17 Dexterity saving throw. On a failed saving throw, creatures take 21(6d6) piercing damage + 21(6d6) fire damage and are knocked prone.

On a successful saving throw, creatures take half damage and are not knocked prone.


Stormburst Variant

Lightning Powered When the Geartreader takes lightning damage, it takes no damage and can reroll a d6 with advantage to regain its Stormburst Cannon. Until the end of its next turn, the next time the Geartreader deals lightning damage, it can add a bonus equal to half the lightning damage dealt (rounded up) on its previous turn to its total damage roll.

Stormcoil Malfunction Whenever the Geartreader takes a critical hit, creature on or inside of the Geartreader takes 14(4d6) lightning damage

Stormburst Core Whenever the Geartreader is reduced to 0 hitpoints, creatures within 10ft. of the Gear Treader must succeed a DC 17 Dexterity saving throw or take 18(4d8) lightning damage.

Creatures inside the Geartreader have disadvantage on this saving throw.

Crew Actions

Stormburst Warp(Four Crew) As a bonus action, the Geartreader can teleport to an unoccupied spot that it can see within 40ft. of it.

Actions

Storm Burst Cannon Ranged Weapon Attack: +8 to hit, 150ft. to hit, one target. Hit: 19(4d6+5) lightning damage + 14(4d6) thunder damage. On a hit, the target and must succeed a DC 17 Strength saving throw or be pushed back 10ft.

Storm Burst Lance(Recharge 5-6) Creatures in a 300ft. long and 10ft. wide line must succeed a DC 17 Constitution saving throw. On a failed saving throw, creatures take 21(6d6) lightning damage and 21(6d6) thunder damage and are paralyzed for one minute.

Creatures can repeat its saving throw at the end of each of its turns to end the effect on a success.

On a successful saving throw, creatures take half damage and are otherwise unaffected


Spitfire

Flamable Napalm Whenever the Geartreader takes a critical hit, creature on or inside of the Geartreader takes 14(4d6) fire damage

Explosive Payload Whenever the Geartreader is reduced to 0 hitpoints, creatures within 10ft. of the Gear Treader must succeed a DC 17 Dexterity saving throw or take 24(4d6) acid damage + 14(4d6) fire damage.

Creatures inside the Geartreader have disadvantage on this saving throw.

Crew Actions

Napalm Trail(Four crew) As a bonus action, the Geartreader can move 40ft. to a spot that it can see within range. When the geartreader moves within 10ft. of a creature or object, that creatures take 7(2d6) acid damage +7(2d6) fire damage. A creature or object can take this damage only once during a turn

Actions

Napalm Blast(Replaces Cannon) Ranged Weapon Attack: +9 to hit, 150ft. to hit, one target. Hit: 19(4d6+5) acid damage + 14(4d6) fire damage. Upon a hit, the target is set ablaze for one minute. Creatures set ablaze takes 7(2d6) fire damage at the start of each of its turns but can use its action to put out the flames

Spit Fire(Replaces Mortar) Creatures in a 300ft. long and 10ft. wide line must succeed a DC 17 Dexterity saving throw. On a failed saving throw, creatures take 21(6d6) acid damage and 21(6d6) fire damage and are set ablaze.

Creatures set ablaze takes 14(4d6) fire damage at the start of each of its turns but can use its action to put out the flames

On a successful saving throw, creatures take half damage and are otherwise unaffected


Spellfrost

Exposed Coolant Whenever the Geartreader takes a critical hit, creatures on or inside of the Geartreader takes 14(4d6) cold damage

Frost Powered When the Geartreader takes cold damage, it takes no damage and can reroll a d6 with advantage to regain its Blizzard Cannon. Until the end of its next turn, the next time the Geartreader deals cold damage, it can add a bonus equal to half the cold damage dealt (rounded up) on its previous turn to its total damage roll.

Frost Stride The Geartreader can travel across icy surfaces without needing to make ability checks. It can also move through difficult terrain caused by icy terrain without expending additional movement.

Rupturing Coolant Whenever the Geartreader is reduced to 0 hitpoints, creatures within 10ft. of the Gear Treader must succeed a DC 17 Constitution saving throw or take 18(4d6) cold damage.

Creatures inside the Geartreader have disadvantage on this saving throw.

Crew Actions

Freezing Treads(Four crew) As a bonus action, the Geartreader can move 40ft. to a spot that it can see within range. When the Geartreader moves within 10ft. of a creature or object, that creature must succeed a DC 17 Dexterity saving throw or be knocked prone. A creature or object can take this damage only once during a turn

Actions

Spellfrost Blast(Replaces Cannon) Ranged Weapon Attack: +9 to hit, 150ft. to hit, one target. Hit: 33(8d6+5) cold damage. Upon a hit, the target's movement speed is reduced by 20ft. until the end of its next turn.

Blizzard Cannon(Replaces Mortar) Creatures in a 120ft. cone succeed a DC 17 Constitution saving throw. On a failed saving throw, creatures take 42 (12d6) cold damage and are restrained for one minute. On a successful saving throw, creatures take half damage and are not restrained.

Restrained creatures can repeat its saving throw at the end of each of its turns ending the effect on a success.


Sunfire

  • Damage Resistances Radiant, Fire

Core Flare Whenever the Geartreader takes a critical hit, creatures on or inside of the Geartreader are blinded until the end of its next turn.

Solar Powered When the Geartreader first enters or starts its turn in daylight, it can roll a d6 with advantage to regain its Sunfire Cannon.

Crew Actions

Sunbeam(Four crew) At the start of each of its turns, the projects bright sunlight in a 60ft. cone banishing the presence of darkness. Creatures or objects that first enters or starts its turn in this area cannot benefit from being half cover, three-fourth's cover, or being invisible.

The Geartreader can move this spotlight in a different direction at the start of each of its turns.

Additionally, creatures in this area have disadvantage on saving throw against effects that deal radiant or fire damage and attacks against them have advantage.

Actions

Sunfire Cannon(Replaces Cannon) Ranged Weapon Attack: +9 to hit, 150ft. to hit, one target. Hit: 19(4d6+5) radiant damage + 14(4d6) fire damage. Upon a hit, the next attack against that creature has advantage until the end of its next turn.

Sunfire Cannon(Replaces Mortar) Creatures in a 120ft. cone succeed a DC 17 Constitution saving throw. On a failed saving throw, creatures take 21 (6d6) radiant damage +21(6d6) fire damage and are blinded until the end of its next turn. On a successful saving throw, creatures take half damage and are not blinded.


Warplague

Potent Toxins When the Geartreader deals poison damage, it can ignore resistance and treat immunity as resistance. Creatures that are immune to being poisoned must make a saving throw against being poisoned with advantage.

Toxic Fumes Whenever the Geartreader takes a critical hit, creatures on or inside of the Geartreader are poisoned until the end of its next turn.

Crew Actions

Noxious Trail(Four crew) As a bonus action, the Geartreader can move 50ft. to a spot that it can see within range. When the Geartreader moves within 10ft. of a creature or object, that creature must succeed a DC 17 Constitution saving throw or be poisoned until the end of its next turn. A creature or object can take this damage only once during a turn.

This path is considered heavily obscured until the start of the Geartreader's next turn. Creatures that first enter or starts it turn within this cloud must succeed a DC 17 Constitution saving throw or become poisoned until the end of its next turn

Actions

Smog Cannon(Replaces Cannon) Ranged Weapon Attack: +8 to hit, 150ft. to hit, one target. Hit: 33(8d6+5) poison damage. Upon a hit, the target must succeed a DC 17 Constitution saving throw or become poisoned until the end of its next turn

Plague Cannon(Replaces Mortar) Creatures in a 120ft. cone succeed a DC 17 Constitution saving throw. On a failed saving throw, creatures take 42 (12d6) poison damage and are poisoned for one minute. While poisoned in this manner, creatures are incapacitated as its spends its turn coughing and wretching. On a successful saving throw, creatures take half damage and are not poisoned.

Poisoned creatures can repeat its saving throw at the end of each of its turns to end the effect on a success.


Mind Render

Psionic Overload Whenever the Geartreader takes a critical hit, creatures on or inside of the Geartreader take 14(4d6) psychic damage.

Psionic Deflection Whenever the Geartreader takes psychic damage, it takes no damage and redirects it at the attacker. The attacker takes psychic damage equal to the amount of damage dealt instead.

Crew Actions

Psionic Repulsion(Four crew) As a bonus action, creatures of the Geartreader's choice within 30ft. of the Geartreader must succeed a DC 17 Strength saving throw or be pushed back 20ft. and fall prone.

Actions

Psionic Screamer(Replaces Cannon) Ranged Weapon Attack: +9 to hit, 150ft. to hit, one target. Hit: 33(8d6+5) psychic damage. Upon a hit, the target must succeed a DC 17 Wisdom saving throw or become frightened by the tank until the end of its next turn.

Psionic Scrambler(Replaces Mortar) Creatures in a 120ft. cone succeed a DC 17 Wisdom saving throw. On a failed saving throw, creatures take 42 (12d6) psychic damage and are stunned for one minute. On a successful saving throw, creatures take half damage and are not stunned.

Stunned creatures can repeat its saving throw at the end of each of its turns to end the effect on a success.


Spellsiege

  • Damage Resistances Radiant, Fire

Mana Leak Whenever the Geartreader takes a critical hit, creatures on or inside of the Geartreader takes 14(4d6) force damage.

Spell-Turning The Geartreader has advantage on saving throws against spell efects. If the Geartreader succeeds a saving throw against a spell effect that effects only it, it takes no damage and redirects the spell back at the caster.

Crew Actions

Antimagic Ray(Four crew) At the start of each of its turns, the projects zone of antimagic in a 60ft. cone.

The Geartreader can move this cone in a different direction at the start of each of its turns.

Actions

Eldritch Cannon(Replaces Cannon) Ranged Weapon Attack: +9 to hit, 150ft. to hit, one target. Hit: 33(8d6+5) force damage. Upon a hit, the target has disadvantage on saving throws to maintain concentration on spell effects

Dispelling Cannon(Replaces Mortar) Creatures in a 300ft. long and 10ft. wide line must succeed a DC 17 Charisma saving throw. On a failed saving throw, creatures take 42 (12d6) force damage. Creatures that fail this saving throw have all spell effects on themselves immediately dispelled and creatures automatically lose concentration on their spell effects. On a successful saving throw, creatures take half damage and are otherwise unaffected.


Soul Harvestor

  • Damage Resistances Radiant, Fire

Soul Fuel Whenever the Geartreader takes a critical hit, creatures on or inside of the Geartreader takes 14(4d6) necrotic damage.

Soul Harvest If a creature with 30ft of the Geartreader is killed, is soul is automatically absorbed into the Geartreader. Creatures slain in this manner cannot revived or turned into an Undead by any means short of a Wish spell. That creature's soul can be freed by destroying the Gear Treader.

Crew Actions

Ray of Death(Four crew) At the start of each of its turns, the Geartreader projects zone of necromantic energy in a 60ft. cone. Creatures that first enters or starts its turn in this cone cannot regain hitpoints for he duration.

If a creature is reduced to 0 hitpoints while in this area, it is instantly killed.

The Geartreader can move this cone in a different direction at the start of each of its turns.

Actions

Deathly Cannon(Replaces Cannon) Ranged Weapon Attack: +9 to hit, 150ft. to hit, one target. Hit: 33(8d6+5) necrotic damage. Upon a hit, the target cannot regain hitpoints until the end of its next turn.

Enervation Blast(Replaces Mortar) Creatures in a 300ft. long and 10ft. wide line must succeed a DC 17 Constitution saving throw. On a failed saving throw, creatures take 42 (12d6) necrotic damage and have their hitpoint maximum reduced by this amount. This reduction can be removed after a long rest or if Greater Restoration is used.

On a successful saving throw, creatures take half damage and are otherwise unaffected.

Creatures reduced to 0 hitpoints by this attack are instantly killed. On a successful saving throw, creatures take half damage and are otherwise unaffected.



Waverunner

Large Construct, unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 51(6d12+12)
  • Speed 20ft., swim 80ft.

STR DEX CON INT WIS CHA
16(+3) 16 (+3) 14 (+2) 2 (-4) 7 (-2) 1 (-5)

  • Saving Throws Str+5, Dex+5, Con+4
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks, necrotic
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses 120ft. darkvision, passive perception 10
  • Languages Languages of its creator
  • Proficiency Bonus +2
  • Challenge 4 (1100 xp)

Battle Platform The Waverunner has 1 platform built into its chassis where one Medium or smaller creature can ride without squeezing. These creatures are considered to have half cover. While on these platforms, these can only be targeted by melee attacks with a reach of at least 10ft.

Battle Plating The Waverunner can reduce damage taken by 5.

Buoyant If the Waverunner is fully submerged, its movement speed is reduced to 0 and begins to sink.

Wave Runner The Waverunner can move through a Medium or smaller creature's space. A creature whose space the Waverunner enters must succeed a DC 14 Dexterity saving throw.

On a successful saving throw, the creature is pushed to the nearest space out of the Waverunner's path. On a failed saving throw, the creature falls prone and takes 21 (6d6) bludgeoning damage.

Creatures can only be affected by this feature once a turn.

Operator Helm The Waverunner has a helm that can hold up to one Medium creatures which has half cover while inside the Waverunner. This creature can only be targeted by melee attacks with a reach of at least 10ft.

Immutable Form The Waverunner is immune to any spell or effect that would alter its form

Siege Monster The Waverunner deals double damage to buildings and objects

Semi-Autonomous The Waverunner can either take an action or move on its turn, but not both.

If the Waverunner has at least one creature helming its control, it can move and operate as normal as long as its crew uses its action operating the Waverunner.

Actions

Multiattack The Waverunner can make two attacks with its Dual Ballista Cannons

Dual Ballista Cannons Ranged Weapon Attack: +5 to hit, 150/600ft. to hit, one target. Hit: 10(2d6+3) piercing damage.



Wave Breaker

Huge Construct, unaligned


  • Armor Class 20 (Natural Armor)
  • Hit Points 162(12d12+84)
  • Speed 20ft., swim 60ft.

STR DEX CON INT WIS CHA
21(+5) 16 (+3) 24 (+7) 2 (-4) 7 (-2) 1 (-5)

  • Saving Throws Str+10, Dex+8, Con+12
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks, necrotic
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses 120ft. darkvision, passive perception 10
  • Languages Languages of its creator
  • Proficiency Bonus +4
  • Challenge 11 (7200 xp)

Battle Platform The wavebreaker has 8 platforms built into its chassis where one Medium or smaller creature can ride without squeezing. These creatures are considered to have half cover. While on these platforms, these can only be targeted by melee attacks with a reach of at least 10ft.

Battle Plating The Wavebreaker can reduce damage taken by 10.

Buoyant If the Wavebreaker is fully submerged, its movement speed is reduced to 0 and begins to sink.

Wave Runner The Wavebreaker can move through a Large or smaller creature's space. A creature whose space the Wavebreaker enters must succeed a DC 20 Dexterity saving throw.

On a successful saving throw, the creature is pushed to the nearest space out of the Wavebreaker's path. On a failed saving throw, the creature falls prone and takes 35 (10d6) bludgeoning damage.

Creatures can only be affected by this feature once a turn.

Operator Helm The Wavebreaker has a helm that can hold up to four Medium creatures which have full cover while inside the Wavebreaker.

Immutable Form The Wavebreaker is immune to any spell or effect that would alter its form

Siege Monster The Wavebreaker deals double damage to buildings and objects

Semi-Autonomous The Wavebreaker can either take an action or move on its turn, but not both.

If the Wavebreaker has at least one creature helming its control, it can move and operate as normal as long as its crew uses its action operating the Wavebreaker.

Wave Breaker The Wavebreaker can move through difficult terrain caused by strong tide without making ability checks or expending additional movement.

Crew Actions

Full Sail(two crew) The Wavebreaker can use its bonus action to Dash or Disengage

Actions

Multiattack The Wavebreaker can make four attacks with its Dual Ballista Cannons

Dual Ballista Cannons Ranged Weapon Attack: +10 to hit, 150/600ft. to hit, one target. Hit: 17(4d6+5) piercing damage.



Trenchdiver

Huge Construct, unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 126(12d12+48)
  • Speed 20ft., swim 40ft.

STR DEX CON INT WIS CHA
21(+5) 16 (+3) 19 (+4) 2 (-4) 7 (-2) 1 (-5)

  • Saving Throws Str+9, Dex+7, Con+8
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks, necrotic
  • Damage Immunities poison, psychic, Necrotic
  • Condition Immunities blinded, charmed, deafened, frightened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses 120ft. darkvision, passive perception 10
  • Languages Languages of its creator
  • Proficiency Bonus +4
  • Challenge 11 (7200 xp)

Battle Platform The Trenchdiver has 4 platforms built into its chassis where one Medium or smaller creature can ride without squeezing. These creatures are considered to have three-fourth's cover. While on these platforms, these can only be targeted by melee attacks with a reach of at least 10ft.

Battle Plating The Trenchdiver can reduce damage taken by 10.

Diving Momentum The Trenchdiver can move through a Large or smaller creature's space. A creature whose space the Trenchdiver enters must succeed a DC 20 Dexterity saving throw.

On a successful saving throw, the creature is pushed to the nearest space out of the Trenchdiver's path. On a failed saving throw, the creature falls prone and takes 35 (10d6) bludgeoning damage.

Creatures can only be affected by this feature once a turn.

Operator Helm The Trenchdiver has a helm that can hold up to four Medium creatures which have full cover while inside the Trenchdiver.

Immutable Form The Trenchdiver is immune to any spell or effect that would alter its form

Siege Monster The Trenchdiver deals double damage to buildings and objects

Semi-Autonomous The Trenchdiver can either take an action or move on its turn, but not both.

If the Trenchdiver has at least one creature helming its control, it can move and operate as normal as long as its crew uses its action operating the Trenchdiver.

Underwater Propulsion The Trenchdiver can move through difficult terrain caused by strong tide without making ability checks or expending additional movement.

Crew Actions

Floodlights(two crew or more) The Trenchdiver can emit a bright light in a 60ft. cone and dim light in a 120ft. cone. Creatures that first enter or start their turns in this light must succeed a DC 15 Constitution saving throw or become blinded until the end of its next turn.

Full Speed(three crew) The Trenchdiver can use its bonus action to Dash or Disengage

Rapid Reload(four crew or more) The Trenchdiver can reroll a d6s with advantage to regain its Nautical Torpedoes

Actions

Multiattack The Trenchdiver can make four attacks with its Depth Cannons

Depth Cannons Ranged Weapon Attack: +8 to hit, 150/600ft. to hit, one target. Hit: 16(2d10+5) thunder damage.

Nautical Torpedo(Recharge 5-6) Creatures in a 30ft. radius around a spot within 150ft. of the Trench breaker must succeed a DC 20 Dexterity saving throw or take 44 (8d10) thunder damage and half as much on a success. Underwater creatures have disadvantage on saving throws against this saving throw.



Ornithopter

Large Construct, unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 60(8d10+16)
  • Speed 20ft., 120ft. fly

STR DEX CON INT WIS CHA
14(+2) 18 (+4) 14 (+2) 2 (-4) 7 (-2) 1 (-5)

  • Saving Throws Dex+7, Con+5
  • Skills Perception +1
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks
  • Damage Immunities poison, psychic, necrotic
  • Condition Immunities blinded, charmed, deafened, frightened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses 120ft. darkvision, passive perception 11
  • Languages Languages of its creator
  • Proficiency Bonus +2
  • Challenge 4 (1100 xp)

Aiborne Agiity While airborne, whenever the Ornithopter is forced to make a Dexterity saving throw that deals damage, it takes half damage on a failed saving throw, and none on a success.

Battle Platform The Ornithopter has 1 platform built into its chassis where one Medium or smaller creature can ride without squeezing. These creatures are considered to have three-fourth's cover. While on these platforms, these can only be targeted by melee attacks with a reach of at least 10ft.

Battle Plating The Ornithopter can reduce damage taken by 5.

Wing Malfunction When the Ornithopter is hit with a critical hit, it flying speed is reduced to 0 until the end of its next turn..

Operator Helm The Ornithopter has a helm that can hold up to two Medium creatures which have full cover while inside the Ornithopter. This creature can only be targeted by melee attacks with a reach of at least 10ft.

Immutable Form The Ornithopter is immune to any spell or effect that would alter its form

Siege Monster The Ornithopter deals double damage to buildings and objects

Semi-Autonomous The Ornithopter can either take an action or move on its turn, but not both.

If the Ornithopter has at least one creature helming its control, it can move and operate as normal as long as its crew uses its action operating the Ornithopter

Crew Actions

Co-Pilot(2 crew) While airborne, if a creature moves within 5ft. of the Ornithopter, it can use its reaction to move up to half its movement speed to a spot it can see in range.

Actions

Multiattack The Ornithopter can make two attacks with its Ballista Bolts

Ballista Bolt Ranged Weapon Attack: +6 to hit, 120/240ft. to hit, one target. Hit: 11(2d6+4) piercing damage.



Aethernaught

Huge Construct, unaligned


  • Armor Class 18 (Natural Armor)
  • Hit Points 207(18d12+90)
  • Speed 20ft., 80ft. fly

STR DEX CON INT WIS CHA
24(+7) 16 (+3) 21 (+5) 2 (-4) 7 (-2) 16 (+3)

  • Saving Throws Dex+9, Con+11
  • Skills Perception +4
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks, Necrotic Damage
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses 120ft. darkvision, passive perception 14
  • Languages Languages of its creator
  • Proficiency Bonus +6
  • Challenge 17 (18000 xp)

Battle Platform The Aethernaught has 8 platforms built into its chassis where one Medium or smaller creature can ride without squeezing. These creatures are considered to have halve cover. While on these platforms, these can only be targeted by melee attacks with a reach of at least 10ft.

Battle Plating The Aethernaught can reduce damage taken by 10.

Engine Stall When the Aethernaught is hit with a critical hit, it flying speed is halved until the end of its next turn.

Operator Helm The Aethernaught has a helm that can hold up to four Medium creatures which has full cover while inside the Aethernaught. This creature can only be targeted by melee attacks with a reach of at least 10ft.

Immutable Form The Aethernaught is immune to any spell or effect that would alter its form

Siege Monster The Aethernaught deals double damage to buildings and objects

Semi-Autonomous The Aethernaught can either take an action or move on its turn, but not both.

If the Aethernaught has at least one creature helming its control, it can move and operate as normal as long as its crew uses its action operating the Aethernaught.

Crew Actions

Full Speed(two crew) The Aethernaught can use its bonus action to Dash or Disengage.

Gale Generator(three crew or more) At the start of each of its turns, the Aethernaught can cause an area within 30ft. around it to become difficult terrain for all creatures other than itself.

Large and smaller airborne creatures in this range must succeed a DC 20 Dexterity saving throw or be knocked prone.

Vacuum Generator(four crew) The Aethernaught can reroll a d6 with advantage to regain its Combustion Beam.

Actions

Multiattack The Aethernaut can make three attacks with its Combustion Cannon

Combustion Cannon Ranged Weapon Attack: +8 to hit, 300/1200ft. to hit, one target. Hit: 16(2d10+5) thunder damage + 11(2d10) fire damage. Upon a hit, the target must succeed a DC 20 Strength saving throw or be pushed back 10ft.

Combustion Lance(Recharge 5-6) Creatures in a 300ft. long and 30ft. wide line must succeed a DC 20 Constitution saving throw. On a failed saving throw, creatures take 33 (6d10) thunder damage and 33(6d10) fire damage and half as much on a successful saving throw and are knocked prone.

On a successful saving throw, creatures take half damage and are otherwise unaffected.

A special Thanks to my Patrons

Mythic Patrons

Marcella V.
Marshmellow Owlbear
Jake C.
The Emcredible
Terra Nova
Kandros Vashtet
Shrike
Camden

Legendary Patrons

Daniel M.
Eddie
Sir Prize
Steven K.

Epic Patrons

Brad E. , Jordan B
Flamerules3, Vincent
Alex D, Aaron S.
Captain Blackwood. Jacob S.
Razi R., Damien T.
Tallon M., Peter R.
Douglas B., John B.
Nathan S.
Joseph L.
Sexydoughboy
Cyptossarian
Andrew W.
Glenn S.
Andrew C.
Justin R.
Ilheath
Particle Man

Art Credits

Cover Art: Lucas Graciano

Ornithopter Fleet: Svetlin Velinov

Ballista Chariot: Titus Lunter

Tunnel Strider: James Paick

Geartreader: Jason Engle

Waverunner: Christine Choi

Wavebreaker: Cliff Childs

Trenchdiver: Daniel Ljunggren

Ornithopter: Adam Paquette

Aethernaught: Christine Choi

Watercolor Stains: Jared Ondricek

Back Cover Art: Daniel Ljunggren

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