Gargantuan Construct
Armor Class 19 Natural Armor
Hit Points 450 (40d20 + 50)
Speed 120 ft.
STR
16 (+3)
DEX
16 (+3)
CON
26 (+8)
INT
26 (+8)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws CON +12, INT +12
Damage Vulnerabilities Lightning
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision, Passive Perception 25
Languages ALL
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Actions

ROCKET BARRAGE: RangedWeapon Attack: Cone 30ft. Dex save DC 18, and take (52)9d12 fire damage on a failed to save or half as much on a successful save.

Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

Multi-attack the bunker can do 2 laser attacks of their choice but not the same laser.  

Bonus Actions
  • Repair: the Bunker can spend their bonus action to repair themself (24)4d12 hp.
  • 3rd eye: The Bunker may perform a 3rd laser attack as long as it is not one of the previous ones used this turn.
  • Fly DIE: the Bunker can use its moment to preform a ramming attack: (92) 8d12 force damage done to anyone in its path, the damage is also done to Bunker.     
Reactions
  • Singular Eye shield: a large metal plate falls in front of an eye increasing the eye AC by 5 for the turn.
  • Synaptic Shock: the bunker can send out a shock wave that deals 15 (3d10) psychic damage and imposes a disadvantage on all attacks that turn.  
Legendary Actions

Charge counter: 10

Repair (1 cost): The Bunker can repair (24) 4d12 hp.

Summon repair drone (2 costs): The Bunker can Summon d4 small repair drone with 20 (4d10) hp and the only action they can take is to repair a loader (12) 2d12 hp.

Rocket Barrage (3 costs): Take the rocket Barrage action

Quick restart (2 costs): the Bunker can avoid taking the negative effect from a stunning effect like a short circuit or when an eye explodes.

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

This large flying saucer has two massive rocket bays on the side and along the sides are 5 robotic eyes. The eyes can be targeted and automatically succeed in any AOE attack and take no damage from them. however, if any eye is destroyed the Bunker takes 50(10d10) damage and is stunned for a turn. the eye after that cannot be used unless repaired by a repair drone. each eye has 35(7d10) hp and an AC of 22.   

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20, the Bunker takes a lair action to cause one of the following effects; the Bunker can’t use the same effect two rounds in a row:

  • The Bunker fires out land mines, roll a d8 to determine the number of mines. the mines can land anywhere the DM decides and have a blast radius of 15 feet dealing (35) 7d10 Fire damage. the Mines also take a turn to go off. 
  • The Bunker can summon loaders, roll a d6 to determine the number of loaders and a d4 to determine the type of loader (1-Gun, 2-hot, 3-Bul, 4-EXP)
  • The Arena summons 4 turret cannons around the arena. And can respawn the turret cannons on the bunker if they have been destroyed.

 

Monster Tags: construct

Habitat: Mountain

michaelf4877

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