Large Construct (Derro), Neutral
Armor Class 65 Titanium
Hit Points 70 (6d10 + 40)
Speed 15 ft., climb 10 ft.
STR
12 (+1)
DEX
12 (+1)
CON
20 (+5)
INT
1 (-5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws CON +8, WIS +8, CHA +8
Skills Perception +5, Survival +15
Damage Immunities Acid, Cold, Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Metal Weapons
Senses Darkvision 1500ft, artificial light illuminating everything. Only active when fueled., Tremorsense 15 miles, Passive Perception 16
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Steampunk. When an enemy does an action here, they receive 1 level of exhaustion each time, and sleep cannot recover it. This trait only triggers when the pumping unit is on.

Oxy-Capacitor. Each recruit present gets +3 oxygen counters, but to recover these in the room will cost 1 constitution point. Small rests recover up to 3, long rests recover up to 8. One oxygen counter remedies 1 point of oxygen.

 

 

Actions

Manufacturing v2. Supply this monster with 1 piece of oil to recover 1 unit of exhaustion. This does not cost an action.

Pumping Unit. This monster can store up to 1500 pieces of coal, supplying anything within 15 miles. Everything covered may breathe, ignoring any terrain hazards for such, and is unaffected by anything temperature based. This can be toggled on/off freely.

Security Perimeter. If there's an enemy present where this is, you must challenge that enemy first in order to use this construct, either killing or converting them.

Reactions

Iron Lung. Supported forces loose 3 constitution while it's active, unless they have an oxygen supply.

Sludge Buildup. For every point of oil supplied, one sludge counter is placed on the stat losses of the slugs, with diminishing returns equal to the present value on such.

Description

This version is considerably better, adding respiration to the factors, but moving it requires heavy, bulky, connections, especially if it's lifted/sunk.

Lair and Lair Actions

Regional Effects

The region containing a hyperbaric turbine lair is quarantined, which creates the following effects:

  • Every 65 minutes causes 1 unit of exhaustion, triple when heavy labor is used.
  • Forces can do a light sleep for 5 oil, a heavy sleep for 15 oil each covering exhaustion.

If the Hyperbaric turbine dies, these effects fade over the course of 2d4 days.

Previous Versions

Name Date Modified Views Adds Version Actions
12/13/2018 3:50:41 AM
91
1
2
Coming Soon

Monster Tags: construct

Habitat: MountainSwampUnderdarkUnderwaterUrban

Reizon

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