Legendary Resistance (3/Day). If the Union fails a saving throw, it can choose to succeed instead.
Area scan: The Union scans the area in a 80ft sphere around itself at the start of it's turn makes a Wisdom (perception) check, this also makes The Union see trough illosions.
Freedom of Movement: The Union takes no move speed penalty for rough terrain
Multiattack. The Union has 2 weapons, one large hammer and one arm canon, the Union can attack with each weapon once each turn.
Giant hammer. Melee Weapon Attack : + 8 to hit reach 10 ft., one target. Hit: 15 (2d8+8) bluduning damage + 12 (1d8+8) Force damage
Hammer rush. Ranged Weapon attack : +6 to hit reach 60 ft, one target Hit: 10(1d8+6) bluduning damage + 10 (1d8+6) force damage, the hammer then transforms to a mechanical bull that runs back to The Union causing every creature in it's path to make a dc 16 dexterity save. On a failure creatures takes 10 (2d6+4) magical piercing damage and are knocked prone, on a succes creatures only take half damage and are not knocked prone.
Arm canon. Ranged magic attack: The Unions arm cannon can fire 3 types of attacks, only 1 on each of it's turns.
Fire shell: +8 to hit reach 180 ft, The Union fires a fire bomb that explodes in a burst of fire. Each creature in a 30-foot-radius sphere centered on that point must make a dc 18 Dexterity saving throw. A target takes 60 (10d8+20) fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Acid canon: A stream of acid emanates from The Union in a 60 ft cone A creature in the path must make a dc 18 Dexterity saving throw or be coverd in acid for 5 turns or until a target uses an action to scrape the acid of itself or another target. On a failed save the target takes 40 (5d8+20) acid damage, +16(2d8+8) acid damage at the start of their turn, on a succesful save half damage and no acid condition.
Lightning lance: +10 to hit, reach 200 ft one target, on hit the target takes 60 (4d10+40) lightning damage, the lightning can bouce to a target whitin 30 ft of struck target. If target for Lightning lance is a Lightning spear the attack has advantage against the next target. If Lightning spear is target for a bounce the bounce is increased to 60 ft (Lightning spear can bounce to each target only once)
Efficent tasking: The union can use up to 2 bonus actions in a turn, the same option can be used for both bonus actions with the exception of Construct golem.
Construct Lightning spear: The Union creates a spear thats 10 ft tall and 5ft wide and shots it to an unocupied space whithin 300 ft of The Union, each Lightning spear has an ac of 16 and 70 hp(takes no damage from Lightning lance)
Canon exhuast: The Union releases the built up energy from it's latest canon attack.
Fire shell exhuast: creates a steam in a 30ft sphree area around The Union giving attackers disadvantage on attacks towards The Union or his homonculus
Acid canon exhuast: Creates a toxic mist in a 20 ft sphree around The Union, a creature who starts it's turn in the mist must make a dc 16 constitution saving throw or be poisoned until the end of their next turn.
Lightning lance exhuast: Creates a electric sharge around The Union in a 15ft sphree, a creature in the range must make a dc 16 dexterity save or be paralyzed until the end of their next turn
Construct golem: The union creates 1 of 3 types of Homunculus Servant (se page for Homunculus Servant, The Union is conciderd a lvl 18 artificer in this case) Only one drone can be created each turn, maximum of 5 active at a time
1. Repair drone: A small flying droid that repairs The Union for 15 (2d10+5) health on each of it's turns
2. Shild drone: A small flying drone, when The union is hit by an attack the Shield drone can sacrefice itself to give The union +2 to AC for this turn, shield drones can intercept magic missile.
3. Asult drone: A small flying drone, charges at closest enemy to deal 6 piercing damage
De-construct: The Union de constructs itself into 4 warforged arteficers 1 alchemist, 1 armorer, 1 artilerist and 1 battle smith, each who are of lvl 15 (This action can be taken as The Unions hp reaches 0) When the Union de-constructs each arteficer gets 1/4 of the Unions current HP+20
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 Action Name. 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 large mechanical creature which is the combination of 4 warforged alchemists combining their bodys and strengths
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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Posted Jan 7, 2025First homebrew monster I made. (Still kinda new to D&D to be honest)
Any toughts or ideas?
To strong or to weak?
Increase/reduce the CR?
CHange any stats?
(And yes, it's a Voltron kinda idea)
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Posted Jan 7, 2025Started with the name Union, but the saw there where a few ''Union'' creations after, so changed the name to Warforged Union, but forgot to change it in the skills and such.
My bad