Huge Construct, Any Neutral Alignment
Armor Class 22
Hit Points 187 (15d12 + 5)
Speed 30 ft.
STR
26 (+8)
DEX
12 (+1)
CON
20 (+5)
INT
14 (+2)
WIS
19 (+4)
CHA
12 (+1)
Saving Throws STR +12, CON +9, WIS +8
Damage Vulnerabilities Lightning
Damage Resistances Acid, Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Necrotic, Poison
Senses Darkvision, Passive Perception 18
Languages Common
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Brave. The dreadnought has advantage on saving throws against being frightened.

Keen Senses. The dreadnought has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.

Martial Advantage. Once per turn, the dreadnought can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the dreadnought that isn't incapacitated.

Loud and Lumbering. The dreadnought has disadvantage on Dexterity (Stealth) checks.

Siege Monster. The dreadnought deals double damage to objects and structures.

Stability. The dreadnought has advantage on saving throws against being pushed or knocked prone.

Actions

 

Multiattack. The dreadnought uses its Frightful Presence. It then makes two slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. If the target is a Large size or smaller creature, it is grappled (escape DC 20). Until the grapple ends, the creature is restrained. The dreadnought has two arms, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the dreadnought is hurled up to 50 feet in a random direction and knocked prone. If the thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target was thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.

Heavy Flamer (Recharge 5-6). The dreadnought sprays liquid flame in a 60-foot cone. All creatures within that area must make a DC 19 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one. Flammable objects and structures within the area catch fire.

Frightful Presence. Each creature of the dreadnought’s choice that is within 60 feet of the dreadnought and aware of it must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dreadnought’s Frightful Presence for 24 hours.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

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

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

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.

XlXRavage

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