Medium Construct, Any Alignment
Armor Class 18
Hit Points 153 (18d8)
Speed 40 ft.
STR
18 (+4)
DEX
15 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws STR +7, CON +7
Skills Acrobatics +7, Athletics +7
Damage Resistances Cold, Fire
Damage Immunities Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 11
Languages Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Danger Mode (1/Battle). "It appears I must take this seriously."

When Challenger drops below 75 hit points, he makes 3 melee attacks instead of 2 and his speed increases to 60 ft. For 3 rounds, he rages, and becomes resistant to piercing, slashing and bludgeoning damage. Add 2 damage to all his melee attacks. He gains four levels of exhaustion at the end of this effect.

Magic Resistance. Challenger has advantage on saving throws against spells and other magical effects.

Superiority Dice. Challenger has five superiority dice, which he can apply to attacks that hit.

Trip: +1d8 bludgeoning and large or smaller targets must succeed DC 15 strength save or be knocked prone.

Disarm: +1d8 bludgeoning and target must succeed DC 15 strength saving throw or have an item they're holding knocked out of their hand. It's dropped up to 10 feet away in a direction of Challenger's choice.

Actions

Multiattack. Challenger makes two attacks.

Relic of Iron Gauntlets. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) bludegoning damage. 

Sonic Scream (Recharge 5~6) Challenger forces everyone in a 15 cone Radius to make a 16 CON save or take 27 (8d6) thunder damage. They take half as much on a successful save.

Legendary Actions

Challenger can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Challenger regains spent legendary actions at the start of its turn.

Intimidating Glare (Costs 2 Actions). Challenger forces everyone he chooses who can see him in a 60 ft. radius to make a DC 16 WIS save or become frightened until the end of Challenger's next turn.

Shove. Target within 5 ft. must make DC 15 STR/DEX save or else be pushed up to 5 ft. and be knocked prone.

Move. Challenger moves up to his movement speed.

Description

The construct's physical appearance is a reflection of its abilities. It is tall and muscular, with a build that is well-suited for combat. Its skin is metallic, which gives it a cold and unfeeling appearance. Its eyes are red, and they glow with magical energy. This suggests that the construct is powered by magic, and that it has a powerful connection to the arcane.

The construct's weapons are two relic of iron gauntlets. These gauntlets are made of a strong and durable metal, and they are capable of inflicting a great deal of damage.

Previous Versions

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7/19/2023 8:21:24 PM
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9sk

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