Large Construct, Neutral
Armor Class 18 Heavy plating
Hit Points 140 (25d10 + 10)
Speed 30 ft., Fly 30 ft.
STR
19 (+4)
DEX
12 (+1)
CON
20 (+5)
INT
18 (+4)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +8, INT +8
Damage Vulnerabilities Acid, Cold, Lightning, Thunder
Damage Resistances Radiant
Damage Immunities Fire, Necrotic, Poison, Psychic
Senses Darkvision, Tremorsense, Truesight, Passive Perception 12
Languages All Knows all languages the creators knew Knows all known languages
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Fail - Safe Detonator: Everyone in a 20 ft radius make a Dex save and take 3+10 force Damage and 2d8 fire Damage on a failed save or half as much successful one

 Pack Tactics. The Crisis suit has an advantage on an attack roll against a creature if at least one of the Crisis allies is within 10 feet of the creature and the ally isn't incapacitated

Actions

 

Iron Fist  Melee Attack.: +5 to hit, reach 5 ft., one target. Hit: 5 (3d6 + 5) [Force] damage. 

Flamethrower Action Ranged Attack.: +8 to hit, range 25/30 ft., two targets. Hit: 7 (3d6 + 5) [Fire] damage. exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 3d8 fire damage and on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. 

Reactions

Sworn Protectors-  When a creature within 5 feet of you makes an attack against a target other than you can use your reaction to take the damage instead of the other target.

Description

Crisis Suits are ancient construct sentinels made by a long-dead race but they still roam the caves and mountains and protecting them from and invaders. 

Lair and Lair Actions

 

 

Habitat: MountainUrban

wlboar

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