Huge Construct, Typically Chaotic Evil
Armor Class 18 Plate
Hit Points 503 (2d12 + 6)
Speed 50 ft., Climb 5 ft. Falls if climbing for 4 turns
STR
30 (+10)
DEX
19 (+4)
CON
24 (+7)
INT
2 (-4)
WIS
12 (+1)
CHA
1 (-5)
Saving Throws STR +19, CON +16
Damage Vulnerabilities Acid, Cold
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Lightning, Necrotic
Senses Passive Perception 19
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Weak point: If you hit it from the back with at least 10 slashing or piercing damage, it takes 10 extra damage.

ranged grapple: vacuum can grapple a target up to 50ft away using it’s cord, but cannot use cord whip while grappling. While the target is grappled, vacuum can use a bonus action to pull the target 10ft closer.

Actions

Swallow  +10 to hit, reach 5 ft in front of vaccum, 3 adjacent targets. Has advantage if target is grappled. Hit: 5 (1d8 + 2) damage. If a target is medium or smaller, that Target must succeed on a strength saving throw of 18 or higher or be swallowed whole by the vaccum, and every turn after that they can’t move and must succeed on a DC 20 strength saving throw or take 2d8 force damage. If they succeed, then they are freed and may move.

Cord whip +7 to hit, reach 50 ft, 1 target. Hit: 2d6 bludgeoning damage and they must succeed on a constitution saving throw above 15 or take an extra 4d10 lightning damage. 

Bash: melee attack, +7 to hit, reach 5 ft, up to 3 adjacent targets. Hit: 5d6 bludgeoning damage. Targets must succeed on a DC 20 CON save or be knocked prone and pushed back 10ft.

Unzip: vaccum unzips it’s bag, releasing all swallowed victims and also stopping use of the moves swallow and unzip. Everything in a 70ft cone behind the vaccum takes 6d8 force damage. Vaccum can move 40 extra feet if this has been used.

 

Bonus Actions

Multiattack: vacuum makes 2 bash attacks and 1 swallow, or 2 cord whip attacks.

Ram: when vacuum moves more than 80ft using the dash action, it uses it’s bonus action to use bash on up to 3 adjacent targets.

Reactions

Reaction whip: when taking damage, vacuum can make 1 cord whip attack against a target within range.

Legendary Actions

Vacuum has 5 legendary actions. It can use one at the end of another creature’s turn and regains all of them at the start of it’s turn..

Cord whip (Costs 1 Actions). Vacuum makes 1 cord whip attack.

Dash(Costs 1 Actions). Vacuum makes 1 cord whip attack.m

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.

Description

A giant self controlled vaccum, built to clean the society of the ancients. However, it turned on them because they tried to kill it’s “child” and now roams the lands of the big pink house, trying to protect its “child” from the residents of the land. its fearsome roar terrifies even the most experienced and brave adventurers.

(inspired by a few Breaking Cat News comic strips, it’s a great comic.)

Lair and Lair Actions

Lair Actions

A vacuum’s lair is filled with clutter that it has collected over the years, placed on shelves on the walls. There is a massive bucket in the center where the vacuum’s child is stored.

On initiative count 8 (losing initiative ties), the vacuum takes a lair action to cause one of the following effects.

  • Loud sound blasts the room, deafening and frightening even that can hear it.

Regional Effects

The region containing a legendary vacuum’s lair is spotless, which creates one or more of the following effects:

  • No messes can be made within 500ft of the lair. This includes: spilled food, dust, cat hair, etc.
  • all cats within 500ft of the lair are frightened of the vacuum until they are outside the circle

If the vacuum dies, these effects fade over the course of 4d8 days.

FelixTheCat12816

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