Huge Construct, Chaotic Evil
Armor Class 18 Plate
Hit Points 180 (18d10)
Speed 60 ft.
STR
19 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
6 (-2)
WIS
11 (+0)
CHA
16 (+3)
Saving Throws STR +8, CON +6
Skills Intimidation +9
Damage Vulnerabilities Fire
Damage Resistances Piercing
Condition Immunities Charmed, Frightened, Petrified
Senses Darkvision 60 feet., Passive Perception 14
Languages Celestial
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Fueled By Rage. Does not have a bonus action, but instead has 2 actions.

Darkvision. Has basic darkvision within 60 feet.

Vice Grip. A mechanical limb that has 30 hp and 11 ac that is required for the "Vice Grip" attack.

Laser Cannon. A mechanical limb that has 30 hp and 11 ac that is required for the "Laser Cannon" attack.

Chainsaw. A mechanical limb that has 30 hp and 11 ac that is required for the "Chainsaw"attack.

Cannon. A mechanical limb that has 30 hp and 11 ac that is required for the "Cannon" attack.

Actions

Float. Can use an action to go 60 feet in any direction, except through materials.

Vice Grip. Melee Weapon Attack: +5 to hit, reach 20 ft., 1 target. Hit: 2d4 + 5 Force damage. The creature must make a dexterity saving throw (DC: 15) or be grappled.

Chainsaw. Melee Weapon Attack: +3 to hit, reach 20 ft., 1 target. Hit: 5d8 + 4 Slashing damage.

Bite. Melee Weapon Attack: +4 to hit, reach 60 ft., 1 target. Hit: 2d6 Piercing damage. The target is also restrained in his mouth. 

Charge. Melee Weapon Attack: +4 to hit, reach 60 ft., 1 target. Hit: 1d6 Force and 1d4 Piercing damage. 

Laser Cannon. RangedWeapon Attack: +3 to hit, range 60/200 ft., 1 target. Hit: 2d10 piercing damage. The creature must also make a constitution saving throw (DC: 15) or be blinded for their next turn.

Cannon. RangedWeapon Attack: +7 to hit, range 60/200 ft., all creatures within 5 foot radius. Hit: 2d4+3 Force damage. 

Bonus Actions

This creature foregoes bonus actions, but gains an extra action.

Reactions

Light's Bane. When light is shone on Skeletron Prime (regardless of when in an enemy or friend's turn or if they've finished their turn,) Skeletron Prime charges toward the nearest enemy (regardless of distance) and they must make a dexterity saving throw (DC:17) or take 6d8 bludgeoning damage. On a success they take nothing.

Terrify. When a creature uses all of it's movement speed to head towards Skeletron Prime, they have to roll a Wisdom saving throw (DC:14) or be frightened by the creature.

Legendary Actions

The creature releases a golden aura and takes a legendary action using an amount from it's pool of 10 legendary actions.

Rage(Costs 1 Action). Can take an extra action specifically to attack

Head Spikes(Costs 1 Action). Can protrude spikes from it's head, making charge deal an extra 1d4 piercing permanently.

Remake Limb(Costs 2 Actions). Can regrow any given arm after it's defeat. (Max of 4 arms)

Focused Attack(Costs 4 Actions). Can make an attack with all limbs alive at once.

Overheat(Costs 10 Actions). Can overheat, causing it to die, but deal 5d10 bludgeoning damage to all creatures within a 20 foot radius, and those same creatures have to make a dexterity saving throw (DC:21). On a fail, those creatures take 20d8 piercing damage as spikes blast through them, and on a success they take half.

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

A giant metal skull with red glowing mechanical eyes and a motorized mouth. Four limbs surround this beast, and it embodies the idea of what lurks in the darkness.

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.

Habitat: Mountain

Mattzeboss

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