This item first appears to be a Large sealed iron Create weighing 2000 pounds. The Create has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch on the Top of the create, allowing five medium or smaller creatures to crawl inside or two Medium creatures and one Large Creature. Buttons and levers are set into a Panel at the front. When the central button is pressed the Hound transforms to resemble a Quadruped Platform. Any Creature in the Hound May make a successful DC 17 Intelligence (Investigation) check in order to Operate the hound for one Round. The Adamantine Hound is a huge object with the following statistics:
Armor Class: 18
Hit Points: 250
Speed: 30 ft.
Damage Vulnerabilities: Fire, Lightning
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Siege
Damage Immunities: Poison, Psychic
Condition Immunities: Poisoned, Petrified, Exhaustion, Charmed, Frightened, Paralyzed.
Immutable Form: The Adamantine Hound is immune to any spell or effect that would alter its form.
Sure-Footed: The Adamantine Hound has advantage on Strength and Dexterity saving throws made against effects that would knock it Prone.
Varied Configurations: The Adamantine Hound can be configured in many ways Choose 5 Attachments to have on it.
- Arm Attachment: The Adamantine Hound may have Up to two of these attachments on Either side of the main hull.
- Weapons Claw: The Adamantine Hound gains a one of three Melee Weapon Attack
- Pole Blade: Melee Weapon Attack +7 to hit, range Reach 20ft., one target. Hit: 22 (4d6+8) Slashing damage.
- Ram: Melee Weapon Attack +15 to hit, range 5ft., one target. Hit: 36 (6d8+9) bludgeoning damage Siege weapon: Deals double damage to objects and structures.
- Spike Array: Melee Weapon Attack +10 to hit, range 10ft., one target. Hit: 30 (6d6+9) Piercing damage.
- Griping Arm: The Adamantine Hound Gains a grasping claw that can Grapple a large creature or object for each of these arms it has.
- Heavy Bow: (Requires both Arm attachment on one side) The Adamantine Hound gains a Ranged Weapon Attack: +10 to hit, range 120/480 ft., one target. Hit: 30 (4d10+8) Piercing damage. (2 Shots before Reload)
- Cannon: (Requires both Arm attachment on one side) The Adamantine Hound gains a Ranged Weapon Attack: +5 to hit, range 300/900 ft., one target. Hit: 44 (8d10) Bludgeoning damage. (1 Shot before Reload)
- Weapons Claw: The Adamantine Hound gains a one of three Melee Weapon Attack
- Shoulder Attachment: The Adamantine Hound may have two of these Attachments Above the Hull
- Launcher: The Adamantine Hound Gains One of the fallowing area of effects.
- Tangle Foot Bag: The ground in a 20-foot radius centered on a point within 50ft., becomes difficult terrain (1 Shot before Reload)
- Caltrops: The ground in a 10-foot radius centered on a point within 50ft., When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. (2 Shots before Reload)
- Netting: Creatures within a 10-foot radius centered on a point within 50ft., must make a Dexterity saving throw DC 16. On a failed save they become Restrained. (1 Shot before Reload)
- Ball bearings: Creatures within a 20-foot radius centered on a point within 50ft., must make a Dexterity saving throw DC 14. On a failed save they become prone. (2 Shots before Reload)
- Smoke Canister: Creatures within a 15-foot radius centered on a point within 50ft., Become heavily obscured and can only see 5 feet around them. (1 Shots before Reload)
- Trebuchet: The Adamantine Hound gains a Ranged Weapon Attack: +5 to hit, range 300/900 ft., one target. Hit: 44 (8d10) Bludgeoning damage. (1 Shot before Reload)
- Ammunition Bay: Provides extra ammunition for all Ranged Attacks, 4 Reloads for Cannon, Trebuchet, 8 Reloads for Launcher Attachments, 12 Reloads for Heavy bows.
- Lazar Rifle: The Adamantine Hound gains a Ranged Weapon Attack: +15 to hit, range 100/300 ft., one target. Hit: 44 (8d10) Necrotic damage. (1 Shot before Reload Or recharges after a short rest in which the hound is off.)
- Launcher: The Adamantine Hound Gains One of the fallowing area of effects.
- Utility Attachments: The Adamantine Hound may have Up to three of these attachments on the main hull and legs.
- Energy Cell: The Adamantine Hound Can Gain 5 Additional Reloads for a Lazar rifle Recharges after a short rest in which the hound is off.
- Energy displacement: The Adamantine Hound Gain the ability to add +4 to its Ac for 10 Minutes.
- Projector: The Adamantine Hound can cause an Illusions within 1 mile that is no bigger than a 30 Ft., cube.
- Air Filter: The Adamantine Hound prevents airborne diereses and Harmful effects.
- Watertight Sealing: The Adamantine Hound can be fully submerged under water. The compartment holds enough air for 24 hours of breathing, divided by the number of breathing creatures inside.
- Lift Jets: The Adamantine Hound Can gain a flying speed of 30ft., for up to a minute. Recharges after a short rest in which the hound is off.
- Spring Pads: The Adamantine Hound Can Jump 50ft., Forward or Jump up to 50ft., into the air.
- Extra Legs: The Adamantine Hound Gains a climbing speed equal to its walking speed.
Each attachment can be Targeted separately and has all the same Vulnerabilities, Resistances, and Immunities as the Main Body, but has an AC of 16 and HP of 40. When an attachment reaches 0 HP It becomes inoperable Causing 15 Points of damage to the Main hull.
To be used as a vehicle, the Adamantine Hound requires one pilot. For full effective in Combat the Adamantine Hound requires one pilot and one weapons officer. The Adamantine Hound will sink in water as its weight makes it impossible to float. It can also go underwater to a depth of 1200 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.
Notes: Utility, Exploration, Combat
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