Medium Construct, Chaotic Neutral
Armor Class 19 (armor plating)
Hit Points 170 (17d10 + 77)
Speed 80 ft., climb 80 ft., fly 80 ft.
STR
16 (+3)
DEX
20 (+5)
CON
19 (+4)
INT
11 (+0)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws DEX +9, CON +8
Skills Acrobatics +7, Perception +3, Stealth +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Fire, Poison
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 12
Languages Common, Draconic
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Damage Threshold. The mech is capable of withstanding damage better than most creatures. If a single attack deals less than 20 damage, the damage is instead reduced to zero.

Innate Spellcasting. Zectapyro's innate spellcasting ability is Dexterity (spell save DC 16, +8 to hit). It can innately cast the following spells, requiring no components.

  • At will: Create Bonfire, Thaumaturgy, Burning Hands (3rd-level).

  • 3/day: Fireball (5th Level).

 

Actions

Multiattack. Zectapyro makes either a Bite attack and two Claw attacks, or two Flame Burst attacks. 

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Flame Burst. Ranged Weapon Attack: +9 to hit, range 160/600 ft., one target. Hit:  20 (3d6 + 10) fire damage.

Fire Blast (3 Times Per Long Rest). Zectapyro exhales fire in a 35-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

DeathwingPlays

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