Large Construct (Any Race, Shapechanger, Warforged), Unaligned
Armor Class 18 Plate
Hit Points 200 (10d12 + 111)
Speed 35 ft.
STR
18 (+4)
DEX
12 (+1)
CON
20 (+5)
INT
14 (+2)
WIS
8 (-1)
CHA
6 (-2)
Saving Throws CON +10
Damage Vulnerabilities Force
Damage Resistances Acid, Cold, Fire, Lightning, Thunder
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Deafened, Exhaustion, Poisoned, Unconscious
Senses Darkvision Only in its Exposed state, Tremorsense, Passive Perception 5
Languages Understands most languages but cannot speak any
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Immutable Form. The Plauged Iron Maiden is immune to any spells that might alter its form.

Elemental Resistance. The Plauged Iron Maiden has advantage on saving throws against spells that utilize elemental abilities, such as fire,frost,or lightning. 

Armored/Exposed State. The Plauged Iron Maiden has the ability to "transform" at will, either revealing the fleshy monster underneath in its Exposed state or retreating back into its shell in its Armored state.

Exposed State - Large Eye. When the Plauged Iron Maiden is in its Exposed state, a single large eye is vulnerable. This weak point will deal critical damage if hit. Roll a d100 to determine accuracy when aiming for the eye with a ranged weapon. Any roll above an 80 will count as a critical hit. Attackers may add their Dexterity modifier to this accuracy roll. 

Actions

State-Dependent Multiattack. The Plauged Iron Maiden can make a total of two attacks per turn. It can only make certain attacks based on the state it is currently in (cannot do an Exposed and Armored attack each unless the Shift States reaction is activated).

(Armored) Chain Whip. Ranged Weapon Attack: +13 to hit, reach 15 ft. cone, multiple targets. Hit: 14 (3d6) slashing damage. 

(Armored) Door Slam. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 10 (1d8+4) bludgeoning damage.

(Exposed) Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d6+4) bludgeoning damage.

(Exposed) Bite. Melee Weapon Attack: +9 to hit, reach 8 ft., one target. Hit: 8 (1d6+4) piercing damage plus 4 (1d4+2) acid damage.

(Exposed) Acid Spit. Ranged Weapon Attack. The Plauged Iron Maiden spits a concentrated jet of acid at one target. The target must succeed at a DC 18 Dexterity saving throw, taking 16 (2d8+2) acid damage on a failed save, or half as much damage on a successful one. 

Bonus Actions

Absorb Flesh. The Plauged Iron Maiden gains its strength by consuming any carrion it can find. When it is within 10 feet of a small, medium, or large body that has been deceased for less than half a day, the mutant will extend a fleshy pseudopod from within its armor to collect the body. When assimilated, the Plauged Iron Maiden regains 1d6 of its health if damaged. 

Activate Reaction. The Plauged Iron Maiden may use its Bonus Action to use of its Reactions instead. 

 

Reactions

Shift States. When damage is dealt towards it, the Plauged Iron Maiden can revert to whichever state it wasn't already in if it chooses. 

Armored State - Protracting Spikes (once per two turns). While in the Armored State, the Plauged Iron Maiden can further protect its body with spikes that protract from its iron shell. For its next attack, an additional 1d6 is added for piercing damage if it performs any melee attacks in the Armored State. After this attack, the spikes retract and cannot be activated again until two turns pass. 

Legendary Actions

Crushing Charge (Costs 1 Action). The Plauged Iron Maiden moves up to its movement speed in a straight line. During this move, it can enter the space of a Large or smaller creature's space. A creature whose space the construct enters must make a DC 18 Dexterity saving throw. On a successful save, the creature dodges out of the path of the charging iron maiden. On a failed save, the creature falls prone and takes 22 (4d6+4) bludgeoning damage. After the Plauged Iron Maiden makes its charge, it must turn around and face its adversaries. 

Horrifying Presence (Costs 1 Action). Each creature within a 40 foot radius of the construct's choice and is aware of the construct must succeed a DC 14 Wisdom saving throw or the creature(s) will be frightened for the next 3 turns. The frightened creature may attempt the saving throw again at the end of their turn, ending the effect on a success. Any successful result will allow the creature to be immune to Horrifying Presence for the next 24 hours. 

Cage of Torment (Costs 2 Actions). The Plauged Iron Maiden can attempt to grapple any Large or smaller creature within 10 feet of it. The creature must make a DC 16 Dexterity saving throw. On a successful save, the creature evades the grapple attempt. On a failed save, the construct grapples the creature and automatically shifts into its Armored state. It places the creature within the holding area of the iron maiden itself, and the creature takes 14 (2d6+6) piercing damage plus 6 (1d4+2) acid damage for every turn they are trapped within. The creature may escape from the Plauged Iron Maiden by any of the following: 

  • The construct reverts into its Exposed state
  • The construct is Stunned
  • The creature succeeds on a D18 Strength saving throw
  • The creature loses all health and is knocked unconscious
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

The Plauged Iron Maiden, nicknamed Aristeia, is the twisted pet project of an alchemist attempting to learn necromantic spells. What was once just a standard method for the torture and murder of criminals got infused with the remains of its victims, mutating the iron maiden into a fleshy but armored monster of pure chaos and destruction. But what does one do with such a terrible thing? Well, you attatch some additonal wheels and weapons to it and sell it to the highest bidder of course! 

Lair and Lair Actions

Aristeia is currently housed in the Thermetian Gladitorial Arena, located in the pocket realm of Myraga. It is brought out as the "main event" when the audience is begging to see some carnage.

Lair Actions

Each of the following actions may be used once per gladitorial match against Aristeia:

  • Crowd's Support. Oftentimes the warriors that endure the previous waves of combatants draw the ire from the crowd, as they want to see the newbies get crushed by their favorite warriors. Because of this, the crowd gets overjoyed when The Plauged Iron Maiden is brought out. When Aristeia is below 25% of its base health, the cheering of the crowd invigorates the construct and it gains a total of 25 (1d20+8) health points back. 
  • End the Fight. If the Gladiator Judge deems it necessary, they have the ability to end the fight early if they wish. When they give the signal, Aristeia deactivates and is brought back into its holding area. 

 

Monster Tags: Shapechangerconstructmonstrosity

Habitat: Desert

Reindersaster

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