Immerse yourself in mankind's struggle against the BETA, piloting large mechs to even the odds.
Played | 122 times |
Cloned | 21 times |
Created | 247 days ago |
Last Updated | 9 days ago |
Visibility | Public |
Description
Towering above most things on the battlefield, the Fort Class is the largest of the seven main strains; because of their large size, a TSF would require 120mm cannons or close-combat weapons to cut these behemoths down to size, with great care given to specifically target the sections in-between the three main segments of its body for maximum stopping power. The only alternative option would be land artillery, or battleship cannons. It can attack with its ten legs, and those hits are extremely powerful; easily stabbing or bashing through a TSF with one hit, and has a corrosive stinger attached to a 50-meter long tendril withdrawn into its lower hanging body like a spring-loaded projectile. - Siege Monster: The Fort Class BETA deals double damage to objects and structures. - Spawn BETA: At the start of each of its turns, the Fort Class BETA can spawn 1d4 medium sized BETA creatures from its body.
Size | Gargantuan |
Type | Aberration |
CR | 20 |
XP | 25000 |
Languages | Understands Common and Deep Speech but cannot speak. |
Armor Class | 20 |
HP Range | 200 - 400 (Avg: 300) |
Damage Vulnerabilities | None |
Damage Resistances | , |
Damage Immunities | , |
Condition Immunities | , , , |
Caustic Death
When the Fort Class is killed, it creates a 150 meter radial evironmental hazard from the caustic fluid from its stinger. Any unit in this area (that isn't in flight) will take continuous 2d8 acid damage until out of the area.
Corrosive Stinger
The Fort-Class makes a long range melee attack with its stinger, out to 60 feet. On a hit, it deals 3d10 piercing damage plus 2d8 acid damage.
Stomp
This attack can be used twice per turn against different targets. Attacking an adjacent enemy, the Fort Class stomps one of its sharp, stilt-like legs at a target. If the attack connects, it deals a vicious 5d12 piercing damage and also the target is knocked prone. If used on an already prone target, it is treated as a coup de grace, regardless of remaining health.
Trample
The Fort Class moves up to its walking speed in a straight line and can move through creatures smaller than it. Those creatures must succeed on a Dexterity saving throw (DC 15) or take 4d10 bludgeoning damage and be knocked prone.