Armor Class 14 (natural armor)
Hit Points 231 (22d10 + 110)
Speed 30 ft.
STR
24 (+7)
DEX
11 (+0)
CON
21 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Construct Nature. The Shipwreck Construct doesn’t require air, food, drink, or sleep.

Enchanted Weapons. The Shipwreck Construct’s weapon attacks are magical. When the Shipwreck Construct hits with any weapon, the weapon deals an extra 5d8 force damage (included in the attack).

Immutable Form. The Shipwreck Construct is immune to any spell or effect that would alter its form.

Magic Resistance. The Shipwreck Construct has advantage on saving throws against spells and other magical effects.

Magic Vessel. When the Shipwreck Construct counters or ends a spell with Absorb Spell, it holds the spell’s magical energy within its body and becomes Charged for 1 minute. While Charged, the Shipwreck Construct sheds dim light in a 10-foot radius.

Actions

Multiattack. The Shipwreck Construct makes two attacks. It can replace one attack with a use of Release Spell.

Fiery Anchor Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d12 + 6) slashing damage plus 16 (2d12) fire damage.

Signal Cannon (Recharge 5–6) to hit, reach 30 ft.,10' radius. Hit: 20 (12d4 + 8) piercing damage. DC 14 Dexterity saving throw. Success, half damage. 

Broadside Cannon (Recharge 5–6) to hit, reach 30 ft., 20' radius.. Hit: 20 (16d4 +14) piercing damage.  DC 12 Dexterity saving throw. success half damage.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 22 (5d8) force damage.

Release Spell (Recharge Special). The Shipwreck Construct releases an absorbed spell’s energy in a green burst centered on a point the Shipwreck Construct can see within 60 feet of it. Each creature, other than the Shipwreck Construct, within 5 feet of that point per level of the absorbed spell must make a DC 18 Dexterity saving throw. On a failure, a creature takes 10 (3d6) force damage per level of the absorbed spell and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn’t incapacitated. The Shipwreck Construct can use this action only if it is Charged (see the Magic Vessel trait).

Reactions

Absorb Spell. When a creature the Shipwreck Construct can see within 30 feet of it casts a spell, the Shipwreck Construct can absorb the spell’s energy, countering it. This works like the counterspell spell, except the Shipwreck Construct must always make a spellcasting ability check, no matter the spell’s level. Alternatively, when a creature the Shipwreck Construct can see within 30 feet of the Shipwreck Construct starts its turn while under the effects of a spell, such as bless or heroes’ feast, the Shipwreck Construct can absorb the spell’s magic, ending the effect. In either case, the Shipwreck Construct’s ability check for this is +10. If it successfully counters or ends the spell, it becomes Charged (see the Magic Vessel trait). The Shipwreck Construct can’t use Absorb Spell while it is Charged.

Description

signal cannon   broadside cannon

Habitat: Urban

NinetySixProof

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