Large Aberration (Gnome), Chaotic Evil
Armor Class 19 Natural
Hit Points 450 (40d10 + 200)
Speed 30 ft.
STR
22 (+6)
DEX
16 (+3)
CON
22 (+6)
INT
18 (+4)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +12, CON +12, INT +10
Damage Resistances Necrotic, Poison
Damage Immunities Lightning, Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 120 ft., Passive Perception 16
Languages Abyssal, Common, Gnomish
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Undead Fortitude: When Wreckal is reduced to 0 hit points, he can make a Constitution saving throw (DC 5+ damage taken) to instead be reduced to 1 hit point

Spellcasting. Wreckal is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The abomination has following Artificer spells prepared:
Cantrips (at will): Mending, Ray of Frost 
1st level (4 slots): Shield, Thunderwave
2nd level (3 slots) : Heat Metal, Invisibility, Web
3rd level (3 slots): Counterspell, Lightning Bolt, Fly
4th level (3 slots): Stoneskin, Dimension Door
5th level (2 slots): Animate Objects, Wall of Force
6th level (1 slot): Globe of Invulnerablility
7th level (1 slot): Prismatic Spray

Actions

Multiattack. Wreckal can make two attacks: one with his Clockwork Claw and one with his Rotting Slam.

Clockwork Claw: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 3d10 + 6 slashing damage. The target must succeed on a DC 17 Strength saving throw or be grappled (escape DC 17). 

Rotting Slam: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 3d8 + 6 bludgeoning damage plus 3d6 necrotic damage. The target must succeed on a DC 17 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.

Legendary Actions

Wreckal can take 3 legendary actions, choosing from the following options. Only one legendary action option can be used at a time and only at the end of another creature's turn. Wreckal regains spent legendary actions at the start of his turn.

Clockwork Surge (Costs 1 Actions). Wreckal makes a Clockwork Claw attack.

Disruptive Aura (Costs 1 Actions). Wreckal releases a burst of necrotic energy in a 20-foot radius. Each creature in that area must make a DC 17 Constitution saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one.

Unholy Resilience (Costs 2 Actions). Wreckal regains 3d10 hit points.

Description

Wreckal has gone by many titles; The God-Crafter, the Mad Genius, the Dark Gnome, but here, he stands as The Abomination. After achieving lichdom through binding his life essence to his workshop, he experimented on his body, creating a hulking, rotten abomination.

Lair and Lair Actions

Wreckal's workshop is a death trap for anyone entering, meant only to be accessed by his peers in the New Black Brotherhood in the case of severe circumstances. Truly embodying the name "Little Workshop of Horrors", his lair consists of a landing dock leading to a deadly maze of traps and moving passages, followed by a set of deadly puzzles leading to the main workshop area, before the main gravitational plane generator and scrappy throne room.

Lair Actions

On initiative count 20 (losing initiative ties),Wreckal 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:

  • Arcane Energies: Wreckal taps into the arcane energies of his lair, causing random surges of magical energy. Each creature within the lair must make a DC 17 Dexterity saving throw. On a failure, the creature takes 4d6 force damage and is knocked prone.
  • Mechanical Siege: Wreckal activates his lair's defensive mechanisms, launching a barrage of mechanical projectiles. Choose up to three points within the lair. Each point erupts in a burst of shrapnel, forcing all creatures within a 20-foot radius of those points to make a DC 17 Dexterity saving throw. On a failure, they take 4d10 piercing damage.
  • Distorted Reality: Wreckal manipulates the illusory nature of his lair, warping reality within a 30-foot radius. The area becomes difficult terrain, and any creature that starts its turn or enters the area must make a DC 17 Wisdom saving throw. On a failure, the creature becomes confused until the start of its next turn.

 

Previous Versions

Name Date Modified Views Adds Version Actions
6/30/2023 7:41:44 PM
16
1
1
Coming Soon
Dcohen

Comments

Posts Quoted:
Reply
Clear All Quotes