Boneforged Abomination. Boneforged Abominations are amalgams of various skeletons made into horrors that resemble taxidermical constructs and are typically outfitted with non-bone weapons and means of attack. These creatures are immune to critical hits, having no key vital points, and boast many more immunities. Further, Boneforged Abominations take the maximum possible hit points of each of its hit die. Boneforged abominations are treated as an aberration, construct, monstrosity, and undead for the sake of determining whether they are a favored enemy.
Control Talisman. This creature is commanded by a control talisman, the holder of which being designated its master. It understands any communication from the holder of its control talisman, and can be telepathically communicated with by the holder so long as they are within 1 mile of the siege crawler.
Magic Resistance. This creature has advantage on saving throws against spells.
Many Arcane Eyes. This creature has multiple arcane eyes that grant it vision in all directions of its body. It has advantage on all perception and investigation checks that rely on sight and cannot be blinded.
Siege Monster. This creature deals double damage to structures and fortifications with its melee attack and its siege weapon.
Sonic Receptors. This creature "hears" by virtue of interpreting vibrations rather than truly hearing. It is immune to being deafened.
Turn Immunity. This creature is immune to effects that turn undead.
Multiattack. The siege crawler makes three melee weapon attacks, able to make up to two bone scythe and/or kick attacks, or one tail attack. Alternatively, it may make 6 heavy repeating crossbow turret attacks.
Turret Volley. The siege crawler makes a heavy repeating crossbow turret attack against each 5-foot square (creatures that occupy multiple five foot squares are attacked once for each 5 foot square they occupy) within a 15 foot radius centered on one point within range of its heavy repeating crossbow turrets. Each attack is made individually, and long range penalties apply to all attacks if the center of this radius is in long range, but not if the center point is within short range. This attack targets all creatures in the radius whether they are allies or enemies. This attack is made at a high arc and ignores cover that is not above its targets.
Bone Scythe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target that is not behind the siege crawler. Hit: 19 (2d12 + 6) slashing damage.
Kick. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 6) bludgeoning damage. If this attack hits a creature of large or smaller size, the creature must make a DC17 STR saving throw or be knocked back 10ft.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target that is not in front of the siege crawler. Hit: 26 (4d8 + 8) bludgeoning damage. If this attack hits a creature of huge or smaller size, the creature must make a DC17 STR saving throw or be knocked back 10ft.
Heavy Repeating Crossbow Turret. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 11 (1d10 + 6) piercing damage.
The Siege Crawler may fire and reload their boneforged ballista as a single action.
Ballista Bolt (x100). Ranged Weapon Attack: +8 to hit, range 120/480 ft., one target. Hit: 22 (3d10 + 5) piercing damage.
Braced Volley. This creature may use its turret volley as a bonus action so long as it has deployed its siege brace.
Deploy Siege Brace. As a bonus action when ordered to, this creature will deploy various spikes and auxiliary digits to brace itself to the ground or retract them. While braced, this creature is [Tooltip Not Found], reducing its movement speed to 0, and it cannot use its kick attacks. However, it can still use its bone scythe, tail, and ranged attacks, and has advantage on all ranged attacks it makes. Further, while braced, it is immune to knockback, as well as being knocked prone, but loses its DEX mod to AC.
Retaliatory Swing. As a reaction to being the target of a melee attack from a creature the siege crawler can see within its melee reach, it can make a bone scythe, kick, or tail attack. This creature cannot use its kick attack while its siege brace is deployed.
Point Defense. As a reaction when ordered to defend itself or another creature within its heavy repeating crossbow turret's range, it can make six heavy repeating crossbow turret attacks against any enemies it chooses, able to target each enemy with any number of these attacks.
Description
The boneforged siege crawler is an abomination created from the remains of huge dinosaurs, elephants, mammoths, or other such creatures, fashioned into an undead siege weapon. They typically have six legs, two large limbs equipped with scythes made of bones, a long skeletal tail, and multiple skulls of various creatures fashioned to house arcane eyes in strategic points across its body, but incapable of utilizing their jaws for bites. They are mounted with six repeating heavy crossbow turrets and a siege weapon that are manned by more skeletal remains of humanoids and monstrosities to form operating mechanisms and limbs solely purposed for the use of these weapons.
These necromantic abominations are practically solid bodies of bone, weighing multiple tons and the only hollows of notable size within them are occupied by whatever ammunition their mounted siege weaponry requires, the horrific construction of their insides working like an auto-loading machine for their siege weapon and their mounted crossbows.
Typical siege crawlers are mounted with a ballista or mangonel, but more industrious necromancers might outfit them with a double-ballista or cannon to improve their damage dealing potential.
Siege crawlers are commanded and controlled by a control talisman, which can be an accessory or mounted on another piece of equipment. Without this talisman being attuned to, the siege crawler will continue whatever its last order was to completion before falling dormant, not even defending itself against attacks. While following orders in this way, if it was not commanded to defend itself, it will single-mindedly pursue its objective, ignoring all obstacles or resistance, even if such would stop it from accomplishing its task. It has no problem solving abilities of its own, nor any ambitions or desires, and is powered exclusively by dark magics, the only echoes of souls within it being the bare minimum to operate its limbs and necromantic mechanisms.
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