Devil’s Sight. Magical darkness doesn’t impede the Breaker's darkvision.
Legendary Resistance (2/Day). If the Breaker fails a saving throw, the pilot can choose to succeed instead.
Magic Resistance. The Breaker has advantage on saving throws against spells and magical effects.
Special Equipment. The Breaker is grown around an inset penitent guidance chamber, where their pilots may serve out their excruciating sentence at while not in direct control of the Hell Engine itself.
Regeneration. The Breaker regains 20 hit points at the start of it's turn. If it takes radiant damage, this trait doesn’t function at the start of his next turn. The Breaker dies only if he starts his turn with 0 hit points and doesn’t regenerate, independent of the survival of it's current (or former) pilot.
Multiattack. The Breaker can make four attacks, it can replace one attack with spellcasting or breath weapon.
Siege Flail of Keng. Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 10d6+STR force damage plus 36 (8d8) fire damage.
Chain Barb Expulsion. Ranged Spell Attack: +19 to hit, range 120 ft., Up to 4 targets. Hit: 36 (4d12 + 10) force damage. (The spinning eating turbine of heat and spinning shredding metal at the center of the Chain Mastiff coughs up an explosion of spiked metal fragments)
Breath of Hunger (Recharge 5-6). The Breaker can exhale/vent white hot meataphysical exhaust in a 60-foot cube. Each creature in that area must succeed on a DC 26 Wisdom saving throw or take (15d10) damage, drop whatever it is holding, and become frightened of the Breaker and pilot for 1 minute. All Damage done by the meataphysical exhaust returns to the Breaker at a 1:2 bonus energy conversion.
Spellcasting. The Pilot of the Breaker can chose to casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:
1/day each: freedom of movement, power word kill, teleport, antimagic field
Enter the description for how bonus actions work for your monster here.
Ancient Endless War Adaptation. The Breaker, after being subjected to effect or spell that requires a saving throw, gains advantage to next saving throws against this particular effect or spell. After this the Breaker becomes immune to this particular effect, and can use it's bonus action to replicate this effect once for every time the effect was used against it.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
If a man and a horse are to a centaur, then a vat grown fiend and an old armored personnel carrier is a Chain Mastiff. A roaring white hot turbine of spinning metal, chugging smoke, and endless hunger twists and hammers in the exposed chest of this demon beast's massive torso, growing up out of an empty turret mount. This lobotomized daemonhost slumbers, it's six flaming wheels popping and crackling with melting rubber as the wet rear infantry loading bay gapes open waiting for a new pilot..
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.
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