Medium Construct, Unaligned
Armor Class 13
Hit Points 80 (15d8)
Speed 60 ft.
STR
15 (+2)
DEX
24 (+7)
CON
10 (+0)
INT
2 (-4)
WIS
10 (+0)
CHA
8 (-1)
Skills Sleight of Hand +8
Condition Immunities Frightened, Petrified, Poisoned, Unconscious
Senses Darkvision, Passive Perception 11
Languages Deep Speech
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Vicious Engine. Whenever Blood Machine deals damage, it heals an amount of health equal to 6d4 + 2. 

Siege Monster. This creature deals double damage to objects and structures.

Battle Frenzy. When Blood Machine is at or below one-quarter its maximum hit points, it can make one additional attack on his turn. When it does so, it gains a +7 bonus to it damage rolls, but also gains a -7 penalty to it attack rolls.

 

 

Actions

Action Name. Blood Machine takes 2 ranged weapon attacks. It then uses its Frightful Presence.

Frightful Presence. Each creature of its choice that is within 120 feet of it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to its Frightful Presence for the next 24 hours.

The Machine's Guns. Ranged Weapon Attack: +5 to hit, range 60 ft., 1 target. Hit: 25 (5d10 + 5) piercing damage.

Reactions

Aggressive. Blood Machine can move an amount of feet away equal to its movement speed.

Description

A machine created in an ancient time to fight wars and stuff or something. To fight wars.

Previous Versions

Name Date Modified Views Adds Version Actions
11/18/2022 1:30:55 AM
1
1
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Coming Soon

Monster Tags: construct

Habitat: Urban

mannerofall

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