Medium Construct, Neutral
Armor Class 18 Natural amrour
Hit Points 177 (14d10 + 100)
Speed 60 ft.
STR
16 (+3)
DEX
20 (+5)
CON
20 (+5)
INT
10 (+0)
WIS
15 (+2)
CHA
9 (-1)
Saving Throws STR +8, DEX +10, CON +10
Skills Acrobatics +10
Damage Immunities Necrotic, Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60ft, Truesight 60ft, Passive Perception 12
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Mankind is dead: V1 has advantage on attacks and saving throws against non human creatures

Blood is fuel: Whenever a non construct creature within 10ft takes damage V1 heals half that damage  if that creature is within 5ft is heals the full amount instead

Hell is full: When attacking a Celestial or Fiend a natural 20 kills the target instantly. 

Coins: V1 starts with 5 coins and regenerates up to 1D4 coins at the beginning of its turn

Actions

Multiattack: V1 may make an attack with one of its ranged weapons and one of its melee weapons.

Marksman: ranged weapon attack :+5 to hit,range 90ft,one target,Hit: target suffers 2D8+5 damage. For each hit coin increase this attacks hit bonus by +2 and damage by 2D8.

Shotgun: ranged weapon attack:+10 to hit ,range15ft,Hit:Target suffers 3D10+10 damage,

Rail canon: Ranged weapon attack Recharge 6:+15 to hit,range 180,Hit:Target suffers 3D10+20 and gets 1D10 extra damage for every coin hit.

Feedbacker: melee weapon attack:+7 to hit,reach 5ft,hit:target takes 2D6+5 damage, Damage from this attack is tripled when calculating the healing from the Blood is fuel ability.

Knuckleduster: melee weapon attack:+7 to hit,reach 5ft,target takes 1D6+3 damage and must make a DC 18 constitution saving throw on a successful save nothing happens on a failed save roll a D6:

1-2: Push the target 15ft away from the attacker

3-4: Target is stunned

5: Target loses a spell slot of their highest available level

6: All three effects happen

 

Bonus Actions

Toss coin(bonus action): V1 tosses a up to 5 coins into the air.When attacking with its marksman it may elect to shoot the a coin.Shooting a coin uses up all coins in the air as it bounces from on coin to the other.

Reactions

Dash:when being targeted by an attack V1 moves 30ft. if the attack is projectile based or a melee attack V1 takes no damage this movement does not provoke attacks of opportunity.

Parry: When being hit with a melee attack or projectile:roll an opposing attack roll with the feedbacker if it exceeds the attackers hit roll or it succeeds the saving throw if it requires one V1 takes no damage and the attacking creature takes half the damage of the attack

 

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

Enter a general description for your monster here.

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.

Monster Tags: construct

EaglenD

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