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by John Walter Biles

Meks are giant, usually humanoid constructs created for war and guardianship. They resemble the now long extinct insectoid race who made them, though some are unusual. Some Meks roam as rogues, killing everything but most surviving ones have been mastered by someone, who uses them as a soldier or guard.

Mek, Level 14 Elite Brute
Huge natural animate (construct) XP 2000
Initiative +10 Senses Perception +7
HP 346; Bloodied 173
AC 28; Fortitude 28, Reflex 28, Will 26
Immune Disease, Poison, Sleep, Breathing, Need for Food
Vulnerable: Cold attacks induce Slow on Meks until the end of their next turn
Saves +2 Action Points 1
Speed 6
m Fist (standard; at-will)
Reach 3; +7 vs. AC; 3d6+6
m Double Fist (standard; at-will)
The Mek takes 2 Fist Attacks
Paralysis Breath (standard; Refresh 5-6) | Poison
Close Burst 3; +15 vs. Fortitude; 3d8+6 Poison Damage and Immobilise (save ends)
Alignment Unaligned Languages The Language of their Ancient Masters
Str 23 (+13) Dex 16 (+10) Wis 10 (+7)
Con 23 (+13) Int 4 (+4) Cha 4 (+4)