T-1000 (5e Creature)

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Scales.png This page is of questionable balance. Reason: Hit dice are incorrect. Hit point calculation is incorrect. Swim speed is worse than the default swim speed. Skill levels are incorrect. Regeneration needs to say when the hit points are restored (start of turn?) and what will cause it to not function (presumably acid and fire damage, since these are its vulnerabilities). Unclear what the purpose of the "natural weapons" trait is, since this is in its attack action. Attack damage could do with being forumlated correctly. The average damages indicated are not at all the average damage of the dice rolls. While not strictly a balance issue, the attack bonuses do not look at all appropriate for a CR 16 monster. What I'm saying is the whole thing, everything, needs rewriting.


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T-1000[edit]

Medium shapechanger, any evil alignment


Armor Class 15 (natural armor)
Hit Points 200 (18d20 + 20)
Speed 35 ft., swim 10 ft.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 16 (+3) 14 (+2) 16 (+3)

Saving Throws STR +10, CON +10
Skills Athletics +4, Intimidation +6, Stealth +6, Survival +2
Damage Vulnerabilities Acid, Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 300ft, Darkvision 300ft, Passive Perception 17
Languages Speaks All Languages
Challenge 16 (15,000 XP XP)


Axiomatic Mind. It can't be compelled to act in a manner contrary to its nature or its instructions.

Shapechanger. It can use its Action to polymorph into a medium or small humanoid or back into its true form (a goo made out of liquid metal, in this form it cant attack or take any other action apart from polymorphing). Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying can transform with it. If it dies it stays in the form it transformed to. It can pass though any opening that is not watertight.

Natural weapons. It is capable of creating melee weapons that deal 4d8+8 piecing damage regardless of its form.

Regeneration. It can restore 20HP on each of its turns.

Backup Reserve Core. When the T-1000 reaches 0 HP it can do a CON saving throw and must reach or beat 17.When successful the T-1000 reaches 70 HP and can choose to run away without triggering opportunity attacks. It can only be completely destroyed when it reaches 0HP due to being attacked by fire or acid.

ACTIONS

Multiattack. The Terminator can attack twice.

Punch. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 10 (2d8 + 3) Bludgeoning damage.

Natural Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 20 (4d8+8) Piercing Damage

Double Barreled Crossbow. Ranged Weapon Attack: +3 to hit, range 120 ft., 1 target. Hit: 29 (5d10 + 8) Piercing damage.


They were made by a robotics company called Skynet and they have taken over the world. They live in 2033 but seem to be getting through time. When they travel to a specific time it's almost always for a specific reason.



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