Large Construct, Unaligned
Armor Class 18 Heavy Casing
Hit Points 80 (10d8)
Speed 20 ft., Walk 20 ft., Swim 10 ft. (flat feet)
STR
16 (+3)
DEX
10 (+0)
CON
19 (+4)
INT
20 (+5)
WIS
16 (+3)
CHA
3 (-4)
Saving Throws INT +7
Skills History +14, Perception +6
Damage Resistances Cold, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Senses Tremorsense 10 ft, Unknown Can sense everything that has electricity running through it that it touches, Passive Perception 16
Languages All (Memory Matrix)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Spider Climb. The beacon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 

 Commander: The beacon will always be protected by other walking weapons and those walking weapons are willing to sacrifice their lives to keep the beacon alive.

Self Repair: While brought back to life from Last spark the beacon regains 1d4 hit points in the start of it's turn.

Multi Eyed: The beacon can see a full 360 degrees around itself.

Actions

Chemical Fluids: The beacon can release a 15 feet cone of chemicals in any direction centered on it self, everyone in the trageted area must make a DC 15 DEX save, on a failed save the creature takes 10 (2d10) acid damage if the creature is wearing metal foot wear if not the creature takes 18 (3d12) acid damage, on a successful save the creature takes 1 acid damage.

Scissored Hands: Meele weapon attack: +4 to hit, range: 5 ft, 1 target, hit: 8 (2d8) slashing damage. If this attack crits then the beacon can choose to cut off a part of the target.

Armed: If the beacon is within 15 feet of atleast 1 walking bomb then the beacon and use an action to arm that bomb making it explode if hit by any attack (can arm atleast 3 bombs at once)

Ready Aim Fire!: The beacon commands all walking turrets within 10 feet of it to fire at once at one target of the beacon's choice.

Poisonous Knives: The beacon covers a walking knife with poison making it deal an extra d4 poison damage wit it's stab attack.

New Life: The beacon can animate fallen walking weapons that are within a 50 foot radius of it, giving them life like if they were affected by the Revivify spell. If a fallen walking weapon is affected but fully destroyed like the walking bomb it won't raise.

Commander's Servent: The beacon calls upon a mechanical servent in the shape of a walking weapon armed with two extendable gloved hands which can use to slap a target dealing 1d6 bludgeoning damage, an AC of 12 and 4 hit points.

Reactions

Last Spark: When reduced to 0 HP the beacon can instead fall to 10 HP (can only be used once).

Safety Protocol: The beacon releases a wave of electricity upon death that erases all the stored infomation about it self and it's creator from all other walking weapons to prevent theft.

Description

These tall cylindrical mechanical machine with ten legs tiped with a three toed foot, topped with a dome shaped head with a line of multi colored eyes stretching around the head. The body of the machine is armed with two arms that ends with a scissor like hand, the underside of the machine is equipped with a rotating chemical dispenser. This merciless machine was made to sort, command and control the series of walking weapon that was created before it on the battle field of as a guard to protect it's creator's secrets or workshop. Many wizards used these machines to store arcane infomation and other things in their memory matrix for safe keeping, some libraries use this as walking book shelves removing their weapons and command protocols.

Monster Tags: construct

Habitat: Urban

Svensson

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