Large Construct, Unaligned
Armor Class 17 (Metal Plating)
Hit Points 170 (20d10 + 60)
Speed 40 ft.
STR
14 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
1 (-5)
Skills Perception +4
Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Senses Darkvision 120 ft., Passive Perception 14
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Hyper Charge (2/Day). The Warcrusher has two Hyper Charges, and each of those allows it to repeat an action. Both Hyper Charges cannot be used in the same turn.

Superior Critical. The Warcrusher can score a critical hit starting from an 18 on the dice.

Stable Structure. The Warcrusher has advantage aganist Strength saving throw to avoid falling prone or being forced to move.

Magic Weapons. The Warcrusher's weapons are magical.

Actions

Multiattack. The Warcrusher makes two attacks with the "Arm Blade" or four attacks with the "Rotary Barrels Rifle".

Arm Blade. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage. 

Rotary Barrels Rifle. Ranged Weapon Attack: +5 to hit, range 150/500 ft., one target. Hit: 5 (1d10) piercing damage.

Bonus Actions

Self Repair Device (1/Day). The Warcrusher has a self repair device that can be used by the Warcrusher to recover 12 (1d10+7) hit points.

4urelius_Ghastz

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