A magitek machine of the Ravus Empire.
The Vanguard is a low-profile, aggressive magitek platform built around forward cermet drills and harpoons. Its job is to break things that are supposed to stay closed (gates, fortifications, defensive lines) and then keep moving. It’s faster and more specialized than the Reaper, though a well-placed bolt of lightning can still bring it down. When the Ravus need something to punch through rather than simply overwhelm, this is what they send.
Vanguard
Huge vehicle / construct (approx. 16–18 ft. long, low profile)
Creature Capacity 1 pilot
Cargo Capacity 200 lb.
Travel Pace 8 miles per hour
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 14 (+2) | 18 (+4) | 0 | 0 | 0 |
Damage Immunities poison, psychic
Damage Resistances fire, bludgeoning/piercing/slashing from nonmagical attacks
Damage Vulnerabilities lightning
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Actions
On its turn the Vanguard can take 2 actions if it has a pilot, or 1 action if the pilot is incapacitated but the machine is still functional.
- Move
- Attack
- Drill Charge (Recharge 5–6)
Components
Hull / Frame
Armor Class 17 (angled magitek plating)
Hit Points 220 (damage threshold 10)
Control: Pilot Harness
Armor Class 16
Hit Points 35
If destroyed, the Vanguard cannot be controlled and goes inert.
Movement: Magitek Legs
Armor Class 15
Hit Points 70; –10 ft. speed per 15 damage taken
Speed 50 ft., walk
Can move across difficult terrain without penalty.
Weapons: Cermet Drills
Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 19 (3d8 + 5) piercing damage.
Weapons: Magitek Harpoons
Ranged Weapon Attack: +6 to hit, range 60/180 ft., one target.
Hit: 14 (3d8) piercing damage, and the target is grappled (escape DC 15) if it is Large or smaller.
While grappled by a harpoon, the target’s speed is 0, and the Vanguard can use a bonus action to pull the target 15 feet closer.
Special Features
Magitek Resilience. Advantage on saving throws against spells and magical effects.
Drill Charge (Recharge 5–6). The Vanguard moves up to its speed in a straight line and can move through the space of any Large or smaller creature, object, or structure. Each target whose space it moves through must make a DC 16 Dexterity saving throw. On a failed save, the target takes 27 (6d8) piercing damage and is knocked prone (or shoved aside if it is an object/structure). On a successful save, the target takes half damage and is not knocked prone.
Siege Specialist. The Vanguard deals double damage to structures, fortifications, and vehicles with its drill attacks.
Low Profile. The Vanguard has advantage on Dexterity (Stealth) checks when in broken terrain, rubble, or urban environments.