Explosive detonation. Range, 15 ft. Radius centered on the clanker. Dex save (DC 15) failure = 3d12 thunder damage, 6d6 bludgeoning damage, pushed 10ft. away from the clanker then knocked prone. Success = half as much damage and you are not knocked prone but still pushed. After the clanker uses its action, it is destroyed.
Adjuste HP as needed. Run them in packs so that your players are scrambling trying to take them out before they rush in and go boom. I imagine they are carrying very obvious explosives, like dynamite or something.
I need new monsters for a steampunk campaign I'm running. Right now I have about ten, but my goal is 20-30
Example:
Gearwyrm
Huge Construct, Neutral Evil
AC 20
HP 250 (22d10+132)
Speed 30 ft., burrow 40 ft.
Actions
Drill Bite. +14 to hit, 5d10+8 piercing.
Tunnel Collapse (Recharge 6). 40-ft line collapses, DC 18 Dex save, 8d10 bludgeoning.
You gain Advantage on your next Wis check or save for helping me :)
Thanks in advance!
Explosive Clanker.
small construct, chaotic evil.
AC 16
HP 50 (10d10+25)
Speed 60 ft.
Actions.
Explosive detonation. Range, 15 ft. Radius centered on the clanker. Dex save (DC 15) failure = 3d12 thunder damage, 6d6 bludgeoning damage, pushed 10ft. away from the clanker then knocked prone. Success = half as much damage and you are not knocked prone but still pushed. After the clanker uses its action, it is destroyed.
Adjuste HP as needed. Run them in packs so that your players are scrambling trying to take them out before they rush in and go boom. I imagine they are carrying very obvious explosives, like dynamite or something.
Thanks! this is actually what I needed. it will fit perfectly into the dungeon they're in
The room they're in right now will have packs of
Boiler Rat Swarm
Small Construct Swarm, Unaligned
AC 13
HP 27 (6d8)
Speed 30 ft., climb 20 ft.
STR
DEX
CON
INT
WIS
CHA
6 (-2)
16 (+3)
10 (+0)
2 (-4)
12 (+1)
3 (-4)
Resistances Bludgeoning, Piercing, Slashing
Immunities Poison, Psychic
Senses Darkvision 60 ft., Passive Perception 11
Traits
Swarm. The swarm can occupy another creature's space.
Steam Leak. When reduced below half HP, the swarm emits hot steam. Creatures within 5 feet take 3 (1d6) Fire damage at the start of their turns.
Actions
Scalding Bites. Melee Attack: +5 to hit, reach 0 ft., one creature in the swarm's space.
Hit: 10 (2d6+3) Piercing damage plus 3 (1d6) Fire damage.
And
Explosive Clankers