Large Construct, Any Alignment
Armor Class 15 natural armor
Hit Points 25 (4d8)
Speed 40 ft.
STR
15 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws DEX +2, CON +4
Skills Athletics +2, Perception +2
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Siege Machine. The Carn1-var deals double damage to objects and structures.

Actions

Rail Cannon. The Carn1-var5 can open up it's mouth, pull away some plating from around the jaw, and use [Tooltip Not Found]. Needs to be commanded to begin charging and then every turn another command must be issued to continue charging. if no command is given it will fire at the nearest living creature hostile to it's master. if no creature is observable it will fire into the air.

Tremor Stomp. Carn1-var5 can stomp his right foot down and use earth tremor at second level. After 3 uses Carn1-var5 need to take a short rest before using this attack again.

Bite. Melee Natural Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) piercing  damage. 

Description

These mechanical monstrosities were created by a small coalition of clans of dwarves  and gnomes to try and gain a decent territory of their own separate from any current Feahrun government. They are based on fossil recreations made by some of the more artistic of the gnomes amongst them, then engineered and crafted by the dwarves.

Carn1-var's are easily modified but come out as a basic automaton with little more than a barrel with a rune at the end that comes out of the mouth.

Carn1-var5 has been reinforced and enchanted with tremor stomp as well as strengthening the jaw to deal more damage

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
3/11/2021 4:04:08 PM
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1
1
Coming Soon
A_Levick

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