Liberty Prime (5e Fallout Supplement)

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Liberty Prime[edit]

Gargantuan construct (Legendary), lawful neutral


Armor Class 22 All (natural armor)
Hit Points 481 (26d20 + 208)
Speed 40 ft.


STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)

Saving Throws Dex +7, Con +15, Wis +10, Cha +12
Skills Perception +17, Stealth +7
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages Common
Challenge 23 (50,000 XP)


Legendary Resistance (3/Day). If Liberty Prime fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. Liberty Prime can use his Frightful Presence. He then makes three attacks with his stomp or nuclear pitch.

Nuclear Pitch. Ranged Weapon Attack: +16 to hit, range 60/120 ft., one target. Hit: 38 (5d10 + 9) Explosive damage + 38 (5d10 + 9). Blast 45 ft.

Stomp. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) melee damage.

Frightful Presence. Each creature of Liberty Prime’s choice that is within 120 feet of and aware of him must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Liberty Prime’s Frightful Presence for the next 24 hours.

Eye Laser (Recharge 5-6). Liberty Prime fires a massive laser in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) energy damage on a failed save, or half as much damage on a successful one. If Liberty Prime dies, his head can be used by a creature to make this attack as an action. The head is Large and needs at least 16 Tiny creatures, 4 Small creatures, 2 Medium creatures, or 1 Large or larger creature to move it.


LEGENDARY ACTIONS

The Liberty Prime can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Liberty Prime regains spent legendary actions at the start of its turn.

Communist Detector. Liberty Prime makes a Wisdom (Perception) check to spot hidden communists.
Stomp Attack. Liberty Prime makes a stomp attack.
Nuclear Pitch (Costs 2 Actions) Liberty Prime uses it’s Nuclear Pitch.

Developed by the United States as yet another superweapon to deploy against China, Liberty Prime is a massive machine with a nigh-limitless supply of nuclear warheads, which it throws with extreme precision, and a large enough reactor to fuel its eye beam for centuries. Aggressively patriotic, he has been repaired and reprogrammed by the Brotherhood of Steel to recognized any enemies of the Brotherhood as the “Red Chinese”, against whom he shows no mercy. If he drops to 0 hit points, he explodes, and 25 specific Liberty Prime Armor pieces, 25 specific Liberty Prime Electronic pieces, and 1 Liberty Prime head appear across the Wasteland. At that point, he can be rebuilt. Rebuilding requires 5000 scrap electronics, 5000 scrap metals, 6 sensor modules(including the base 2 sensor module cost), all 25 specific Liberty Prime Armor pieces, all 25 specific Liberty Prime Electronic pieces, 1 Liberty Prime head, and 10,000 hours of work. If a specific Liberty Prime piece is destroyed, it can be recreated for 50 scrap electronics for an Electronic piece or 50 scrap metal for an Armor piece, and 1 hour of work. The head is indestructible.

Fo4_Liberty_Prime.jpg
Liberty Prime, Fallout 4.


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