Armor Class 18 Made of armour
Hit Points 230 (40d10 + 30)
Speed 35 ft., Burrow 20 ft.
STR
20 (+5)
DEX
12 (+1)
CON
24 (+7)
INT
16 (+3)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws STR +9, CON +11
Damage Resistances Necrotic, Poison
Condition Immunities Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Blindsight, Passive Perception 15
Languages Only understands and cannot speak, whatever current owner says
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Shifting plate resistances; roll a d4 each turn to decide what plates move to outside of it's body and what resistance it gains:

1= fire, 2=cold, 3=radiant, 4=psychic damage

Spellcasting. 5/6 recharge on a d6 As an action a whirling arm flicks out and casts:

Scorching Ray: 1 action

  • Range: 120 feet
  • You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack +8 to hit for each ray. On a hit, the target takes 2d6 fire damage.
Actions

Action Melee Attack.Two attacks: Hook arm: +9 to hit, reach 10 ft.,  target. Hit: (2d8 + 2) [slashing] damage. 

OR

Charging Death: Anyone in 10 ft wide strip 30 ft long in front of the construct makes a DC 16 Dex Save or takes 3d10 bludgeoning damage and is knocked prone. On a passed save damage is halved.

Bonus Actions

Screeching Roar: unleashes a "nails on a chalkboard" sound that cause those within 30 feet to make a DC 14 wisdom save, or become frightened.

 

 

Reactions

 Lock Down: Gaps in armour close, only gets one attack but is AC increases to 22

Legendary Actions

2 legendary actions per turn

Cast mending on itself as a legendary action on the end of an enemy's turn for 2d8 healing.

Firebolt 2d8 damage, attack roll +6, range 60 feet

Description

A large metal series of parts, loosely 10 foot tall humanoid in shape, although plates continuously shift in and out from within, giving it different resistances as it switches each turn on a d4. 

Lair and Lair Actions

The lab of the Arythyn 

Lair Actions

On initiative count 1, Arythyn's Might takes a lair action to cause one of the following effects; the Might can’t use the same effect two rounds in a row:

  • The Might can stomps and the ground shakes: DC 16 for everyone in the lab to avoid going prone
  • Roll a luck check anytime something hits the tank taking up one side of the room, if the lake of stars water spills everyone in contact with the floor 1d8 acid damage per turn, without saves

 

Previous Versions

Name Date Modified Views Adds Version Actions
2/28/2021 4:25:03 PM
4
0
1
Coming Soon
2/28/2021 4:49:15 PM
5
1
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Coming Soon
4/14/2021 12:25:38 PM
7
1
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Coming Soon

Monster Tags: construct

Cloan089

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