Huge Construct, Unaligned
Armor Class 20 (Natural Armor)
Hit Points 320 (24d12 + 164)
Speed 50 ft.
STR
24 (+7)
DEX
14 (+2)
CON
28 (+9)
INT
20 (+5)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws DEX +8, CON +15, INT +11, WIS +9
Skills Athletics +13, Intimidation +6, Investigation +11, Perception +9, Stealth +8
Damage Immunities Poison, Psychic
Senses Blindsight 120, Passive Perception 19
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Elemental Containment Leakage. While at half of its maximum hit-points or less, the warjaw deals 2d6 fire damage to all creatures within 10-feet of it. A creature can only take this damage once per turn.

Elemental Heart. The warjaw has a weak point deep in its chest, an onboard elemental containment unit. While the warjaw's elemental contamination leakage feature is active, a creature may attempt to target the vent leading to the generator (AC 26, 20 hit-points) with a ranged attack, a melee weapon with the reach property or while climbing the warjaw. If the armor panel is destroyed the generator (AC 26, 60 hit-points) is exposed. If the generator is destroyed the warjaw is incapacitated until a new generator is installed and all creatures within 40-feet must make a DC19 dexterity saving throw or take 17 (5d6) fire damage and 17 (5d6) force damage. On a successful save a creature only takes half damage.

Magic Resistance. The warjaw has advantage on saving throws against spells and other magical effects.

Adamatine-Silver Weapons. The warjaw's weapon attacks are coated in an adamatine-silver composite allowing it to overcome such resistances. Additionally, these weapons automatically roll critical hits on objects and structures.

Siege Monster. The warjaw deals double damage to objects and structures.

Innate Spellcasting. The warjaw's innate spellcasting ability is intelligence (spell save DC 19, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Absorb Elements, Scorching Ray (5 rays).
3/day: Crown of Stars, Disintegrate, Locate Creature.
1/day: Haste.

Actions

Multiattack. The Warjaw makes four attacks: one with its bite, one with its claws and two with its tail. It can't make a bite attack and a tail attack against the same target.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) piercing damage and if the creature is large or smaller it is grappled (escape DC19).

Claws. Melee Weapon Attack: +13 to hit, reach 0 ft., two targets. Hit: 24 (3d10 + 7) piercing damage. If the warjaw moved at least 10-feet this turn this attack deals an additional 11 (2d10) damage and knocks the target prone. A creature knocked prone by this attack is restrained (escape DC21) so long as the warjaw occupies its space, as the warjaw stands on them.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage and the target must make a DC21 strength saving throw or be shoved 20-feet away from the warjaw and knocked prone. If the creature hits an object before moving the full 20 feet, such as a wall, the creature and object take 1d10 bludgeoning damge for every 10-feet travelled.

Bonus Actions

Cast a spell (recharge 5-6). The warjaw can cast a spell as a bonus action due to a second, but smaller, processing matrix that takes time to cooldown between uses.

Armor Lock. As a bonus action, the warjaw can increase its AC by 5 until the start of its next turn. Until its next turn, the warjaw's speed is halved and it has disadvantage on dexterity saving throws. This bonus action must be used before the warjaw has moved on its turn.

Repair Systems. As a bonus action, the warjaw's internal subsystems conduct damage mitigation procedures, allowing it to expend a hit-die and add the total as healing. The warjaw adds its constitution modifier to each roll of its hit-die

Reactions

Cast a spell. Absorb Elements (1st)

Legendary Actions

The warjaw can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The warjaw regains spent legendary actions at the start of its turn.

C.I.S.P (Costs 3 Actions). If at half of its maximum hit-points or less, the warjaw activates its Counter-Intelligence Scuttling Protocol, causing a manual detonation of the elemental containment harness within its chest. Until it dies, the warjaw emits bright light in a 60-foot radius and any creature within 30-feet takes 3d6 fire damage at the start of its turn. At the beginning of the warjaw's next turn, all creatures within 30-feet must make a DC19 dexterity saving throw or take 12d10 fire damage and 12d10 force damage. On a successful save, a creature only takes half damage. The warjaw automatically fails its saving throw, is vulnerable to the damage and cannot reduce the damage in any way.

Cast a spell (Costs 2 Actions). The warjaw casts a spell from its innate spellcasting feature.

Tail Sweep (Costs 1 Action). The warjaw makes two tail attacks.

Crush (Costs 1 Action). The warjaw deals 22 (4d10) piercing damage to one creature it has grappled.

Mobilize (Costs 1 Action). The warjaw moves up to its speed.

 

Description

The warjaw is an ancient and deadly weapon employed in the last war to eliminate entire batallions with frightening efficiency. Contained within its steel body is an onboard elemental generator containing a fire elemental whos elemental magic is used to power the warjaws various abilities. The general design of the warjaw is based on an apex predator discovered by explorers in Q'barra, the tyranasaurus rex.

Habitat: GrasslandUrban

Osc_

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