Custom Monster: Rusty Warmech


Homebrew and House Rules


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In my campaign, I'm going to do a Chrono Trigger sort of thing and teleport the party into an apocalyptic future, and they have to find a portal back to their own time. But before they can enter the portal, they get ambushed by a rusty old warmech. It is designed after a Daelum, so there is a sentient mind inside, but it's long since gone insane and single-mindedly pursues its purpose of killing all organics.

This is very early in the campaign, establishing the overarching goal of preventing a bad future. The party consists of two 1st-level PCs, an Alchemist and a Kineticist, accompanied by one 3rd-level DMPC fighter. The intent is for the Fighter DMPC to draw the warmech's aggro while the others try to pelt it from a safe distance. The boss is supposed to be a moderate- to severe-threat solo boss.

Please look over this stat block and let me know if it looks okay.

https://monster.pf2.tools/v/zL1yM3C3.


Looking at the stat block, the mech's stats look to be well within expected ranges for a level 3 creature, so that looks good. I really like how you've incorporated Starfinder game mechanics into this mech, and doing so is particularly fitting for this creature, plus its ability to switch modes and release smog both ought to make for more dynamic combat. The only thing I'd recommend at this point is to list the rules for the glitching condition, the unwieldy trait, and Piloting skill actions, or link to where they can be found in Starfinder Player Core, as those mechanics technically don't exist in Pathfinder. The monster itself looks excellent; well done!

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