Huge Construct
Armor Class 18 plate
Hit Points 180 (180d20)
Speed
STR
20 (+5)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Senses Passive Perception 10
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Siege Weapon. A ZORD deals double its maximum damage against structures and objects.

Actions

ACTIONS
Multiattack. The ZORD may make two attacks in any combination using its Hammer Fist, Throw Person, or Cleaving Axe attacks.

Hammer Fist. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 4d12 + 7 bludgeoning damage, and target must make a Strength saving throw (DC 18) or be thrown 10 ft in a direction of the choosing.

Cleaving Axe. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 4d12 + 7 slashing damage. In addition, each creature within 5 ft of the target that would be hit by the attack also takes the damage.

Throw Person. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: When a medium or small creature is hit with this attack, they are thrown 1d6+1 x 10 ft. in a direction of the ZORD's choosing. The target takes 1d6 bludgeoning damage per 10 ft. thrown, and may make a Dexterity check (DC 15) or land prone. Large sized creatures are thrown half this distance. Creatures larger than large size cannot be thrown using this ability.

Energy beam(Recharge on a 5 or 6). Ranged Spell Attack: Line effect 500 ft. long and 10 ft. wide. Those caught within the line effect must make a Dexterity saving throw (DC 18) or take 5d10 fire damage, save for half.

Bonus Actions

BONUS ACTIONS
Powerful Charge. As a bonus action the ZORD can move up to its full movement speed and make one attack with its hammer fist. If this attack hits, in addition to the normal damage the target must make a Strength saving throw (DC 18) or be throne 20ft directly away from the Warforged Titan, landing prone, and take an additional 2d6 bludgeoning damage.


Legendary Actions


A ZORD has one legendary action per round, recharging at the beginning of their turn. The ZORD can use its Powerful Charge, Hammer Fist, Cleaving Axe, or Throw Person attacks either immediately before or after another player’s turn.

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

Zords stand 25 feet tall & are operated by a pilot within the head of each beast. 

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.

ShadyJayDee

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