David Martinez (Edge Runners)

by CREEDOFWAR22

Search GM Binder Visit User Profile
David
Martinez



David Martinez

Large Construct (Arasaka), Chaotic Good


  • Armor Class 20 (Prototype Cyberskeleton)
  • Hit Points 225 (25d10 + 68)
  • Speed Hover 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 15 (+2) 18 (+4) 10 (+0) 14 (+2) 17 (+3)

  • Saving Throws Str +13, Con +10, Cha +9
  • Skills Athletics +13, Persuasion +9, Sleight of hand +8, Survival +8
  • Damage Resistances Fire, Bludgeoning, Piercing, and Slashing from non-magical weapons.
  • Senses darkvision 300 ft., passive Perception 12
  • Languages Common
  • Challenge 17 (18,000 XP)

Traits

Legendary Resistance (1/day) If David fails a saving throw, he can choose to succeed instead.

Prototype Cyberskeleton This power armor was built for both defense and offense granting the following.

David is immune to any spell or effect that would alter his form.

David's weapon attacks are magical and deal double damage to objects and structures.

David has disadvantage on all stealth checks.

Actions

Multiattack David makes three Slam attacks. He can replace any number of Slam attacks with two Machine Gun attacks.

Slam Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage.

Machine Gun Ranged Weapon Attack: +6 to hit, range 90/360 ft., one target. Hit: 9 (1d12 + 2) piercing damage.

Debunking System David casts dispel magic at 5th level with a range of touch. He can take this action while incapacitated.

Reaction

Sandevistan (Recharge 5-6) David triggers Sandevistan increasing his speed and reflexes beyond previously possible. His movements appear as a blur of afterimages.

David immediately takes a turn. During this turn, his speed is doubled, all other creatures are considered stunned, and all moving objects are still. After this turn, he must succeed a DC 23 Charisma Saving throw or be stunned until the end of his next turn.


Legendary Action (3/round)

David has 3 Legendary actions a round and regains the uses at the beginning of his turns that aren't from Sandevistan.

Fling (Two Actions) David targets up to two creatures or objects that are Huge or smaller within 90 ft. They must make a DC 17 Strength saving throw or be thrown up to 60 ft. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.

Mass Disarm (Two Actions) David chooses up to ten creatures within 30 ft. and attempts to magnetically pull an item out of their grasp. They must make a DC 17 Strength or Dexterity saving throw. On a failure, the item is pulled up to David or into one of his six hands.

Gravity Well (Two Actions) Each creature in a 40-foot-radius, 20-foot-high cylinder centered on David must make a DC 17 Constitution saving throw. A creature takes 27 (6d8) force damage and is knocked prone on a failed save. On a successful save, they only take half damage and are not knocked prone.

Compress (Two Actions) David targets one creature within 60 ft. with compressing gravity. They must make a DC 17 Constitution saving throw or take 45 (10d8) force damage and become paralyzed until the end of David's next turn or until he loses concentration. On a successful saving throw, they only take half damage.


ART CREDIT! :)

This images are incredible.

Page 1: Wenxu Xu [Background]

Page 2: TurkayBurger [background]; Edge Runners (Studio Trigger CD Projekt) [bottom]

Page 3: TurkayBurger [background]; Edge Runners (Studio Trigger CD Projekt) [right side]

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.