Large Construct, Unaligned
Armor Class 25 Natural
Hit Points 300 (25d20 + 100)
Speed 100 ft.
STR
30 (+10)
DEX
15 (+2)
CON
30 (+10)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Damage Resistances All
Damage Immunities Fire, Psychic, Radiant
Senses Passive Perception 10
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Titanic Strength. Hyperion takes no damage from ramming attacks, and is incredibly resistant to physical damage (except AP shells).

 

Actions

Vroom Vroom Motherfu-. Hyperion moves up to a max of 300mph. after first used, driver may use a bonus action to continue this on each following turn.

Ramming speed. Melee Weapon Attack: +5 to hit, reach 10 ft., # target. Hit: 15 (2d10 + 5) [Bludgeoning] damage (To a vehicle keeping pace with it).

Ramming speed. Melee Weapon Attack: +5 to hit, reach 100 ft., # target. Hit: 115 (20d10 + 15) [Bludgeoning] damage.  (Aimed at a target that is mostly stationary or not moving the same way Hyperion is) 

Devastator Turret. RangedWeapon Attack: +5 to hit, range 100/300 ft., 1 target. Hit: 50 (10d8 + 20) [radiant] damage.

Bonus Actions

Brake-Check. Slam on the breaks, and crash anything behind you against Hyperion's nigh invincible chassis.

Reactions

Evasive measures. You may drift Hyperion. Its AC increases by 3.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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.

Description

A massive muscle car, this beast lives up to its titan namesake. With godlike armor, decent speed, and a prototype deathray turret on it's back, Hyperion is a force to be reckoned with. While not as fast as the motor bikes and some other cars out there, Hyperion flaunts the tagline "Just cause you can see me coming doesn't mean you can stop me.". A huge black chassis with sun motifs painted all over it, Hyperion stands about 6 feet tall, 15 feet long, and 7 feet wide.

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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