“Knight” Class Iron Man (MK. I) | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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“Knight” Class Iron Man (MK. I) CR: 5 (1,800 XP)

Medium construct (robot), unaligned
Armor Class: 20 (reinforced skymetal plating)
Hit Points: 93 ( 11d8+44 )
Speed: 20 ft

STR

19 +4

DEX

13 +1

CON

16 +3

INT

10 +0

WIS

10 +0

CHA

10 +0

Saving Throws: CON 1d20+8 , WIS 1d20+3
Skills: Athletics 1d20+7 , Perception 1d20+6
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks that aren't skymetal (adamantine)
Damage Immunities: necrotic, poison, psychic
Condition Immunities: charmed, exhaustion, fright­ened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 16
Languages: Gothic (A mix of English, German and Japanese)
Challenge Rating: 5 (1,800 XP)

Gift of the Machine God. As a creature of technology, the robot gains many damage and condition resistances and immunities, but they are also susceptible to electrical attacks:

  • Automatically gain a single proficiency or feat as needed though it can only have one new ability active at any given time. It does this as part of short rest downloading the knowledge it needs to finish a mission at hand.
  • Has advantage on Wisdom (Perception) checks that rely on sight or sound and has double proficiency bonus in the Perception skill as it constantly scans its surroundings for danger.
  • Is combat-hardened and has a damage threshold equal to half its CR rounded down, that is, it reduces all individual attacks by the threshold numbers damage.
  • All robots have a weakness to lightning-based damage. They have disadvantage on saving throws against attacks that do lightning damage and, on a natural 1 are stunned until the end of its next turn. Lightning damage also bypasses all damage reduction.
  • Robots built by the Ancients were built to last. Each has a continuous reanimation protocol active which heals/mends the robot a number of hit points equal to its CR (minimum of 1) per round. This ability ceases to function when the robot is reduced to 0 hit points. The Mk. I has a DR of 3.
Battlefield Tactics. The robot gains advantage to melee attacks if it has an ally adjacent to the target.   Charge Weapon. Any metal melee weapon wielded by the robot becomes charged with lightning and deals an extra weapon die of lightning damage on a hit. This damage is included in the attack.

Actions

Combined Arms. The robot makes two attacks.   Neural Mace. Melee Weapon Attack: 1d20+7 to hit, reach 5 ft.; one target. Hit: 10 ( 2d8+4 plus resonance) thunder and lightning damage (including 3 lightning damage from charge weapon). Resonance: As the neural mace hits it causes a high-pitched whine causing momentary disorientation in living creatures. On a failed CON save, the target gains disadvantage on combat attack rolls and is marked (see Knight’s Honour).   Machine Slam. Melee Natural Weapon Attack: 1d20+7 to hit, reach 5 ft.; one target. Hit: 8 ( 1d8+4 ) bludgeoning damage. On a critical hit, the target is stunned until the robot's next turn ends.   Knight’s Honour (Recharges 3~6). When a creature is marked by the robot, it releases a sonic boom that affects all non-robots within 5 feet of the robot doing 2d8+5 thunder damage. The target also takes 5 psychic damage until it attacks the robot and for every attack that does not target the robot.  

BONUS ACTION
Self-Repair (Recharges after Long Rest). A robot's nanites can repair any robot it touches for 12 ( 4d6 ) points of damage — if the robot uses this ability on itself, it automatically repairs itself for the maximum amount of damage: 24 points.

Reactions

Resolve (1/Day). When the robot is bloodied, as a reaction it repairs 10 hit points, gains 10 temporary hit points and can make a saving throw against an ongoing condition or effect.

Appearing as a copper burnished armoured men though time has corroded many of them, so they appear almost rust-coloured. Many have damaged programming, no longer obey the Three Laws, and seek to exterminate all biological life. The Iron Men Mk. I act as a security force for the ship. Robots can use weapons and other items as a human, so it is not uncommon to find them carrying weapons, in particular, crowd control type weapons like the neural baton.

Suggested Environments

technological ruins


Created by

solomani.

Statblock Type

Monster

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