Remove these ads. Join the Worldbuilders Guild

Battledrive Configuration: Typhon

Named for the Greek Titan of storms, and father of all monsters, the Typhon configuration augments its Battledrive to horrifying strengths in exchange for heavy drawbacks. These configurations are sent out when large groups of magic users need to be dealt with, and boast an unnatural resilience when faced with the Arcane. These beastly Battledrives are the only configuration thought to rival Omega in terms of raw power.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
Typhon Training
At 1st level, when you choose this configuration, you gain proficiency in unarmed attacks, and your size category increases by one.  
Monstrous Physiology
At 1st level, your Biosuit reprograms your internal organs and further severs your connection to the Arcane. You become resistant to all magical damage, and cannot be charmed or frightened through spells. You take 1.5x damage from nonmagical attacks.
At 18th level, this ability improves and you gain a permanent Antimagic Field. You become completely vulnerable to nonmagical attacks, taking double damage.  
Tear
At 8th level, your arms engorge, and your hands become claws. Your Strength score increases by 2. Your unarmed attacks now deal 2d6 slashing damage. On a 19 or 20, you tear the tendons from a target's limbs, disabling a limb and inflicting 1d4 bleeding damage at the start of each of the creature's turns. You cannot hold melee or ranged weapons that have not been modified to fit your new hands.  
Cacaphony
At 13th level, you grow two extra sets of vocal cords set an octave above and below your own voice. You gain advantage on intimidation checks, and may roar as a bonus action. When you do this, all creatures of your choice within 120 feet of you must pass a Wisdom saving throw, the DC for which is 10 + your Charisma modifier + your proficiency modifier. Creatures that fail this saving throw 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 this effect for the next 24 hours. Creatures that are immune to fear automatically pass this saving throw. You gain disadvantage on Charisma checks and saving throws, other than intimidation.  
Monstrous Visage
At 18th level, you sprout large wings made of mechanical tendrils and serpents. You gain a flying speed equal to your base movement speed. Additionally, you may cuse a bonus action to shed these wings and allow the mechanical serpents to fall to the ground, becoming 6 separate swarms of poisonous snakes. You may issue a telepathic command to each swarm as a bonus action. If a swarm dies, your wings cannot reform for 24 hours. As a bonus action, you can recall the swarms back to you. You are treated as a Monstrosity when calculating damage and effects. Your movement speed decreases by 10 feet.  
subclass options:

Created by

Ticklesthegamemaster.

Statblock Type

Class Features

Link/Embed