Last Stand. When below 80 hit points the castle can reinforce itself with magical barrier that gives +4 bonus AC but halved movement speed until it dies or healed above the threshold.
Reactive Walls. Every 40 missing hit points, the castle gain +2 temporary AC that lasts for 3 turn.
Immutable Form. The castle is immune to any spell or effect that would alter its form.
Magic Resistance. The castle has advantage on saving throws against spells and other magical effects.
Magic Weapons. The castle's weapon attacks are magical.
Multiattack. The castle makes three ballista attacks.
Ground Slam. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 47 (3d20 + 16) bludgeoning damage and knockback creatures around the main target 5 ft. away.
Ballista. Ranged Weapon Attack: +17 to hit, range 100/400 ft., one target. Hit: 34 (4d10 + 14) piercing damage.
Ancient Granite Walls. The castle's spirit reduces all magical damage taken by 24 (3d10 + 10).
Description
Once an ordinary castle, these massive titans come to life and serve their creators by walking amongst the warriors that fight beside them. They uses the good old ballista imbued with magical energy to deal considerable amount of damage to creatures or construct their size. Mostly used to breakthrough hard enemy defenses or used as a tower of power for defending position with some of them big enough to give inside shelter for soldiers.
Previous Versions
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11/27/2022 11:35:27 AM
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Coming Soon
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