Large Construct, Any Chaotic Alignment
AC 17    Initiative +5 (15)
HP 350 (8d6)
Speed
Mod Save
STR 16 +3 +3
DEX 15 +2 +2
CON 20 +5 +5
Mod Save
INT 16 +3 +3
WIS 15 +2 +8
CHA 12 +1 +7
Senses Passive Perception 17
Languages None
CR 20 (XP 25,000; PB +6)
Traits

Chilly Range. Every target in a 20ft. radius of the Mech will need to make a DC 15 CON Save. If the target fails, they will take 1d4 ice damage and will lose their constitution and one action.

Spellcasting. The Mech is a 6-level spellcaster. Its spellcasting ability is WIS (spell save DC 16 to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): Shape Water, Frostbite (2d6)
2nd level (5 slots): Fog Cloud (40ft)
3rd level (4 slots): Wall of Water
4th level (3 slots): Ice Storm (+1d6)

Actions

Multi attack. The Mech can attack twice in one round.

Spin Attack. The Mech can Melee Weapon Attack: +3 to hit, reach 250 ft., one target. Hit: 8 (2d8 + 4) piercing damage.

Stomp. The Mech can Melee Weapon Attack: +5 to hit, reach 300 ft., one target. Hit: 8 (2d8 + 4) bludgeoning damage.

Water Laser. Ranged Weapon Attack: +6 to hit, range 5/300 ft., # target. Hit: 7 (3d4 + 3) piercing damage.

Bonus Actions

Regenerate. The Mech can revive 2d4 HP every round.

DashyDoesDheDishes

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