Armor Class
17
(natural armor)
Hit Points
137
(13d10 + 65)
Speed
60 ft.
STR
20
(+5)
DEX
5
(-3)
CON
20
(+5)
INT
7
(-2)
WIS
10
(+0)
CHA
5
(-3)
Saving Throws
CON +8
Damage Vulnerabilities
Force, Lightning, Psychic, Thunder
Damage Resistances
Acid, Bludgeoning, Piercing; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Fire, Necrotic, Poison
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Unconscious
Senses
Darkvision 60 ft., Passive Perception 9
Languages
Terran Understands but doesn't speak.
Challenge
8 (3,900 XP)
Proficiency Bonus
+3
Traits
Siege Monster. The elemental deals double damage to objects and structures.
Monster Siege: Zombies and skeletons live in the town, and can climb down the walking town to attack
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Description
The walking Town plods forward like a walking hill, club-like legs of jagged stone Holding it in the air. Its body consists of dirt and stone with a ruined town atop it, occasionally the dirt and stone is set with chunks of metal, gems, and bright minerals, or even a cave.
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