Medium Construct, Any Lawful Alignment
Armor Class 19 Composite Plating
Hit Points 130 (11d12 + 56)
Speed 40 ft.
STR
22 (+6)
DEX
18 (+4)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +10, CON +7, WIS +6
Skills Acrobatics +8, Athletics +10, Intimidation +4
Damage Vulnerabilities Lightning
Damage Resistances Fire, Necrotic
Damage Immunities Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision 60 ft, Passive Perception 17
Languages Abyssal, Common, Deep Speech
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Mechanical Mind. Due to his warforged nature he cannot be put to sleep by magical means. He has advantage on saves to resist to being charmed but disadvantage to Wisdom checks for illusions.

Precision Movements. He may get up from being prone by spending 5 feet of movement speed instead of half. While rising from prone the Abyss Watcher may make a dagger or sword attack at disadvantage to all enemies within 5 feet of him.

Escape Artist. He may use an action to automatically escape from any grapple or restrained condition.

Blood Rite. If health is below 50%, may sacrifice 1 turn and become empowered, all attack ranges increase by 5 feet (except flying strike AOE) and gain 1d6 fire damage. If hit must make CON save or end Blood Rite early. At start of next turn if Blood Rite was not ended early Abyss Hunter regains 5 hit dice.

Actions

Multiattack. The Abyss Hunter takes 2 actions per turn, if their first action is a Greatsword attack they may follow up with a Greatsword, Dagger, or Wide Swing attack. If their first action is a Leap they may follow up with a Lunge or Flying Strike attack. Otherwise they only take one action.

Leap. The Abyss Hunter leaps 15 feet into the air and moves 30 feet backwards. This action does not provoke attacks of opportunity.

Greatsword. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 15 (2d8 + 6) [Slashing] damage. Empowered: +10 to hit, reach 15 ft., 1 target. Hit: +3 (1d6) [Fire] damage

Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) [Pirecing] damage. On a successful hit the target must make a 16 strength con save or have either their weapons shield disarmed.

Wide Swing. Cone AOE all targets within a 10 ft. Cone must make a DC 16 Dex save or suffer: 14 (1d12 + 8) on a failed save and half on a successful save. Empowered: +10 to hit, 15 ft cone. Hit: +3 (1d6) [Fire] damage.

Lunge. Line AOE all targets within a 25 ft. Line must make a DC 16 Dex save or suffer: 14 (1d12 +8 ) on a failed save and half on a successful save. The Abyss Hunter moves 25 ft in the direction of the attack. Empowered: +10 to hit, 30 ft line. Hit: +3 (1d6) [Fire] damage.

Flying Strike. All targets within a 15 ft. x 15 ft. AOE must succeed a Dex save or suffer 16 (1d20 + 6) force damage on a failed save or half on a successful save. The Abyss Hunter leaps 15 ft. into the air and lands on any open spot within 30 ft with the Greatsword and creates a shockwave. Empowered: +10 to hit, 15 ft x 15 ft AOE. Hit: +3 (1d6) [Fire] damage.

Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft., 1 target. Hit: 8 (1d10 + 3) [piercing] damage.

Reactions

Parry. As a reaction to a melee attack the Abyss Hunter may reduse the damage of an incoming attack by 1d12 of damage. If all damage was prevented this way the attacked is stunned until their next turn. 

Legendary Actions

1 Legendary Action per combat.

Mechanical Companion (Costs 1 Actions). At start of its turn the Abyss Hunter calls for their Wolf Construct. The Wolf Construct joins the combat in 5 - 1d4 turns.

Description

A tall humanoid machine standing between 7 and 8 feet tall. Their bodies are slender and lithe disguising a terrible strength and seem to be constructed similarly to warforged, though all seem to use organic matter of animals instead of plants, possibly humanoids. These machines of death carry one massive greatsword in their right hand and a large dagger, closer to a short sword in length, in their left hand. These machines zealously hunt trophies, worthy opponents, and bounties though they also seem to harbour deep seated hatred for aberrations, devils, and demons attacking these creatures on site. This has lead some to believe that they were possibly unlucky experiments of these creatures filled with anger and revenge. Despite how dangerous these war machines are they are able to tell friend from foe and can even be bargained with if they do not consider you their target or their enemy. Though the best course of action is to avoid them just in case. 

Void_Guardian

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