Large Construct, Neutral
Armor Class 16 Plate
Hit Points 84 (9d10 + 12)
Speed 15 ft., walk 25 ft.
STR
18 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
2 (-4)
WIS
12 (+1)
CHA
2 (-4)
Saving Throws STR +7
Damage Vulnerabilities Bludgeoning
Damage Immunities Acid
Senses Darkvision, Passive Perception 5
Languages Any language that it has been programmed with.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Detonate: When an Underfyn Automaton Tank reaches 10 hp or lower, it will explode in a 20 foot radius, doing 5d6 fire damage to all creatures around it.

Explosive: When a cannon attack from an Underfyn Automaton Tank hits, it will explode on impact, dealing and additional 1d6 of fire damage in a 10 foot radius.

Artillery: As a bonus action, once every 1d8 rounds an Underfyn Automaton Tank can release 4 missiles, which have a +5 attack, do 4d6 peircing damage, and have a range of 200 feet. This ability can be used 5 times per day.

Senseless: An Underfyn Automaton Tank lacks the senses of smell and taste and cannot be affected by anything that relies on those senses.

Complete Control: An Underfyn Automaton Tank must follow or programmer to the word, and cannot be instructed otherwise by any non-owners.

 

Actions

Action Melee Attack. Ram: +6 to hit, reach 5 ft., one target. Hit:  (3d6 + 6) Blunt damage. 

Action Ranged Attack. Cannon: 4 to hit, range 80/80 ft, One target. Hit: 1 (3d8 + 4 + Explosive) [Blunt] damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A hulk of metal and death, these construct were built with one thing in mind: Destruction.  Wielding a cannon, and armed with missiles, this machine can destroy large groups of enemies from long range, and run over the stragglers that refuse to die.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

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