Limited Magic Immunity. The hut can't be affected or detected by spells of 6th level or lower, and has advantage on saving throws against spells and other magical effects.
Regeneration. The hut regains 10 hit points at the start of its turn if it has at least 1 hit point remaining.
Siege Monster. The hut deals double damage to objects and structures.
Trampling Charge. If the hut moves at least 20 feet straight towards a creature and hits it with a beak attack that same turn, that target must make a DC 22 Strength saving throw or be knocked prone. If the target is prone, the hut can make another claw attack against it as a bonus action.
Multiattack. The hut makes one slam attack and two claw attacks.
Beak. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 22). Until this grapple ends, the target is restrained, and the hut can't use its beak against another target.
Claw. Melee Weapon Attack: +14 to hit, range 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
Description
Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn’t require air, food, drink, or sleep.
Comments