Huge Construct, Unaligned
Armor Class 20 Wall material
Hit Points 450 (30d10 + 240)
Speed 40 ft.
STR
22 (+6)
DEX
8 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
10 (+0)
CHA
3 (-4)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Passive Perception 8
Languages Language of the crew
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Stuck in Mud. If the War Castle moves into an area of muddy terrain, it must make a DC 15 Strength check. On a failed check, the War Castle becomes stuck and cannot move until it is freed. A creature can use an action to attempt to free the War Castle by making a DC 15 Strength check. If the check succeeds, the War Castle is freed and can continue moving. If the check fails, the War Castle remains stuck.

Components:

  • Wheels
  • Horses (x6): AC 10, HP 19 (3d10 + 3), Speed 60 ft., Str 18, Dex 12, Con 13, Int 2, Wis 10, Cha 5
  • Battlements: AC 18, HP 200, Damage Threshold 20, allows for ranged and melee attacks by occupants
  • Main Castle: AC 20, HP 250, Damage Threshold 25, provides cover for occupants, equipped with siege weapon
Actions

Actions:

  • Siege Weapon. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 36 (6d10 + 5) bludgeoning damage.
  • Mounted Charge. Any creature of size Large or smaller that the War Castle moves over must make a DC 18 Dexterity saving throw or take 24 (3d12 + 5) bludgeoning damage and be knocked prone. If the creature succeeds on the saving throw, it takes half damage and is not knocked prone.
  • Trample. Any creature of size Large or smaller that the War Castle moves over must make a DC 18 Dexterity saving throw or take 24 (3d12 + 5) bludgeoning damage and be knocked prone. If the creature succeeds on the saving throw, it takes half damage and is not knocked prone.
  • Pike Attack. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage.
  • Difficult Terrain. Movement speed is halved when moving on difficult terrain. The War Castle and its occupants are affected by difficult terrain.
Reactions

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Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Visual Description: The War Castle is a large, mobile fortress on wheels, resembling a medieval castle. It is roughly 20 feet wide, 25 feet long, and 15 feet high, with two floors. The wheels are large and are protected by a chain armor skirt. The castle is made up of several components, including six powerful draft horses, battlements for troops to use ranged and melee attacks, and the main castle structure, which houses the siege weapon and provides cover for occupants. When in motion, the War Castle can be heard from a great distance as it rumbles across the terrain, leaving a trail of difficult terrain in its wake.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Macke_Boy

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