Huge Construct
Armor Class 18 Natural Armor
Hit Points 100 (6d20)
Speed
STR
18 (+4)
DEX
16 (+3)
CON
20 (+5)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Damage Vulnerabilities Acid
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison, Psychic
Senses Passive Perception 1
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Damage Threshold 15. The cart only takes damage if 15 points of damage is done in single turn.

Bola Bolt. When used the creature must make a dexterity saving throw or have their speed reduced to 0. Action to cut the rope. 4 in stock

Basic Bolt. 60 in stock

Fold Space. The cart can teleport up to 100 miles towards any previously visited location once per day

 

Actions

Large Repeater Crossbow. Ranged Weapon Attack: +(players dexterity modifier) to hit, range 80/320 ft. Hit: 16 (3d10) piercing damage. When you take the attack action  to fire this weapon its shoots two bolts instead of one and each bolt can target a different creature. Switching bolt types is an action and must be done by the person loading the bolts inside the cart. Different bolt types can be loaded together.

 

Reactions

Repulse shell. One person inside of the cart can activate the repulsion switch when the cart is attacked by a spell or similar effect (DM's Discretion) . Roll a d6; on a 1-4 the spell is stopped and the spell slot is wasted. On a 5-6 the spell is reflected back at the caster. Can only be used once per day and it recharges at the next dawn.

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.

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.

Burthur

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