Gargantuan Swarm of Large constructs, Unaligned
Armor Class 17 Natural
Hit Points 47 (198d20 + 8)
Speed 70 ft.
STR
25 (+7)
DEX
14 (+2)
CON
23 (+6)
INT
17 (+3)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws INT +8, CHA +7
Skills Intimidation +27
Damage Resistances Poison
Senses Darkvision 2,500ft, Passive Perception 24
Languages Common Binary, High Gothic, Low Gothic Binary, High Gothic, Low Gothic (5 operators)
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Multiattack. The Warhound attacks twice.
Slam. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 49 (4d20+7) bludgeoning damage.
Multiple Armaments. Warhounds can be equipped with up to two of the following weapons.

  • Inferno Gun. Ranged Weapon Attack: +7 to hit, range 500/1,500, one target. Hit: 47 (10d8+2) flame damage.
  • Plasma Blastgun. Ranged Weapon Attack: +7 to hit, range 800/2,000, one target. Hit: 22 (5d8) flame damage plus 22 (5d8) lightning damage.
  • Turbolaser Destructor. Ranged Weapon Attack: +7 to hit, range 750/1,500, one target. Hit: 47 (10d8+2) radiant damage.
  • Vulcan Mega Bolter. Ranged Weapon Attack: +7 to hit, range 1,000/2,500, one target. Hit: 20 (4d8+2) bludgeoning damage plus 13 (3d8) flame damage and 13 (3d8) thunder damage.
Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Void Shields (2). When activated with a bonus action, forcefields are emitted around the Warhound. Whenever the Warhound would take damage, the forcefield is damaged first. Each forcefield has 100 hit points and regenerates 10 hit points each round. When a forcefield is reduced to 0 hit points, a void shield breaks and requires a DC 20 Intelligence (Technology) check and 1d4 rounds to repair. Deactivating a void shield is a reaction.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A walking tank on two legs 

Auspex. The Warhound has advantage on Wisdom (Perception) checks. By spending a bonus action choosing a target creature that it can see, the Warhound gains advantage on ranged attack rolls against that target until it chooses a new one.
Damage Threshold. The Warhound ignores any attack that deals 7 or less damage (this feature does not affect its void shields).
Operators. The Warhound does not grant its condition immunities to the creatures operating it (meaning they can be charmed or frightened), although they have total cover and concealment. Operators inside the Warhound gain advantage on all Intelligence, Wisdom, and Charisma saving throws.

darkvision 2,500 ft.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Titan

Habitat: MountainUrban

Night_Dickous

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