Huge Construct, Any Alignment
Armor Class 24 Natural
Hit Points 434 (28d12 + 252)
Speed 60 ft.
STR
29 (+9)
DEX
10 (+0)
CON
28 (+9)
INT
18 (+4)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws STR +16, DEX +7, CON +16, INT +11, WIS +10, CHA +12
Skills Athletics +16, Perception +17
Damage Resistances Acid, Fire, Force, Lightning, Necrotic, Psychic
Damage Immunities Cold, Piercing, Poison
Senses Blindsight, Darkvision, Passive Perception 27
Languages Common, Telepathy
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Blessed Machinery-The knights weapons are all counted as enchanted

Legendary resistance (3/day)- if the knight fails a saving throw, it can choose to succeed instead 

Siege Monster. double damage to objects and structures

Explodes on death-Creatures within 20ft of the Knight will have to make a dex save of 27 or take 14d6 fire damage when the knight is killed on a failed save but on a pass you only take half as much 

Duty eternal-Apon death the Bosnian knight must roll a d6 and if it's a 2+ the knight comes back with 100 health and gains a strength increase of +4 but attacks with disadvantage 

Actions

Multiattack- The Imperial Knight makes up to three attack with one being with the Sword of the Emperor and the other two with a slam or two attacks with the sword. Alternatively, the knight can attack twice with its stubber and once with the heavy cannon or two times with the cannon

Sword of the Emperor (melee weapon)- +17 to hit, reach 15ft, one target if it's a huge or above height if not then 15ft line infront of the knight, HIT: 36 (4d12 + 9) slashing damage

Emperors command (Ranged weapon) +17 to hit, distance (500ft. / 1000ft.), multiple targets in a 20ft cube. HIT 33 (3d10+9) fire damage

Slam. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) bludgeoning damage.

 

Bonus Actions

Heavy Stubber-Ranged Weapon Attack: +16 to hit, range 100/400, one target. Hit: 22 (4d6+9) piercing damage

Protect the lil uns- the Bosnian knight protects a friendly character of Jim's/their own will if Jim isn't around to give orders, by protecting a character all attacks coming there way would instead go against the knight.

 

Reactions

Overwatch -After a creature moves the knight can fire all ranged weapons as if it was making a multiattack once per round

Rotate Ion shields -Whenever an attacked is issued towards the knight they can increase there ac by +2 along with gaining 50 temporary health until there next turn

Intervein-when a friendly creature is target by an enemy the Bosnian Knight can intervein if  they are within movement range and take the attack instead

Legendary Actions

The Imperial knight can take 3 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. The dreadnought regains spent legendary actions at the start of their turn.

Trample (Costs 1 Actions). The knight charges 30 feet in a straight line 15 feet wide, ending early when it collides with a creature or object that is size Huge or larger. Each creature in the area of effect must make an athletics check to take half damage and avoid the prone condition Hit: 25 (3d10+9) bludgeoning damage and be knocked prone.

Mortar strike (Costs 2 actions) 5-6 recharge- Choose a spot to attack with a barrage of mortar shells, this requires anyone within striking range of shelling (20ft circle) they must make a dex save of 20, if passed they only take half damage instead of full damage of 10d6 fire bludgeoning damage.

THE POWER OF BOSNIA(Costs 3 action) recharge 6- Fires all weapons ranged weapons 3 times and until this ability get's recharged all ranged weapons aren't useable

Orbital bombardment (if ship is ready) (Costs 3 action and has a cooldown of  7-8 roll a d8). Choose a spot as the centre of the bombardment and all creatures within 30 ft of the bombardment must make dex saving throw of 25, on a pass take half damage, the damage is 20d6 fire damage and 20d6 bludgeoning damage and the ground becomes hard to move in so it half the movement speed of whoever passes over it.

 

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.

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.

TheDrivingCactus