What’s that? Two weekly beasties in one week? We were a bit swamped last week and didn’t have time to complete our regular beastie. So we decided to do two this week to make up for it!
I love me a good a giant robot. Gundam and Robotech/Macross have been mainstays of my personal fandom for years. I never pass up on an opportunity to watch an improbable combat machines duke it out.
A D&D mecha was one of the first things I proposed when we launched Gorgon Breath Games last year. The Golemech is my attempt to finally get around to that. Ostensibly designed for fighting giants, they provide an opportunity for your players to not just fight against a fantasy mecha, but pilot one too.
Huge construct, unaligned
Armor Class 17
Hit Points 220 (20d12+20)
Speed 40 ft.
STR 20(+5) DEX 12(+1) CON 18(+4) INT 8(-1) WIS 14(+2) CHA 6(-12)
Damage Resistances All physical damage from non-magical weapons
Damage Immunities psychic
Condition Immunities charmed, deafened, fatigued, paralyzed, petrified, poisoned, stunned, unconscious, frightened
Senses darkvision 80ft, passive Perception 12
Automatic Sentry. Before exiting its cockpit, the Golemech’s pilot can command it to enter “Sentry Mode.” It will guard the surrounding area up to a radius of 200ft until its HP is reduced to 0 or it’s commanded to stand down by a pilot inside its cockpit.
It will identify characters inside its protected zone as friendly at the time of activation. Anyone who approaches afterward will be attacked.
Don’t underestimate the power of Golemech. Once a day, the Golemech’s pilot may re-roll a failed DC.
It just needs a pilot. The Golemech doesn’t have to be destroyed stopped. If the PCs can get a party member to the cockpit hatch on its chest, they can perform an Intelligence DC. A roll of 18 or higher will activate its opening mechanism, revealing the interior of its cockpit.
Once inside they should perform a second Intelligence DC. A roll of 14 will activate its controls. The Golemech will then follow their commands until they exit or its health’s reduced to 0. Pilots must be Small or Medium in size.
Needs Repairs. Damage done to a Golemech must be repaired by a skilled and well-stocked blacksmith. The PCs will need to pay 10GP for each restored Hit Point. If a Golemech’s health has been reduced to 0, at least 100 HP must be restored before it will become operational again.
Basher. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit (5d12+5) bludgeoning damage.
Scorching Blaster Ranged Weapon Attack: +1 to hit, reach 120 ft., one creature. Hit: (3d6) fire damage. A magic blaster embedded in the Golemech’s hand. Only has 10 charges. To recharge, the PCs must pay a skilled wizard/sorcerer 20 GP per charge.
Long ago, a clan of dwarves established a mining settlement near a rich vein of ore. Unfortunately, a tribe of Hill Giants soon stumbled onto the settlement and decided to -prey on its inhabitants. Outmatched by the brutes, the dwarves sought a way to even the odds.
Combining powerful magics with the designs of their best engineers, the dwarves created pilot-able golems they dubbed “Golemechs”. The Hill Giants were routed quickly by the mechanizes warriors.
Unfortunately, the Golemechs themselves soon became a greater problem. Seeing their new inventions as an opportunity to dominate, the dwarves began invading their neighbors. With the machines leading the charge, their small settlement soon became a burgeoning kingdom.
Tired of the clan’s aggression, the nearby countries united their armies against the dwarves and defeated them and their Golemechs. In the ages since, Golemechs have become rare trophies; prized by those who dare to use them and feared by those who face their wrath.