Large Construct (Warforged), Neutral
AC 17 Metallic    Initiative +4 (14)
HP 105 (5d20 + 5)
Speed
Mod Save
STR 15 +2 +6
DEX 11 +0 +0
CON 20 +5 +9
Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 1 -5 -5
Skills Stealth +0
Vulnerabilities Fire, Lightning
Resistances Slashing from Nonmagical Attacks, Bludgeoning from non magical attacks
Senses Darkvision, Passive Perception 12
Languages Dwarvish Only languages they knew in life.
CR 12 (XP 8,400; PB +4)
Traits

Metal Skin: All Bludgeoning and slashing from non-magical attacks does a third of the damage. Additionally, all strength checks against the creature are at a disadvantage.

RoboticTouching water causes the creature to fall unconscious and prone as well as taking 1D4 Lightning damage, the same effects apply if the creature touches something actively emitting electricity (e.g. they stumble back into a loose wire).                              

Trapped Soul: If the creature dies the soul inhabiting it is free, then acting as a temporary familiar. (See stat block also by me titled ghost child)

Actions

Slam: +2 to hit. 1d10 Bludgeoning damage.

Bite: +4 to hit. 2D8 Piercing damage.

New Friend: +5 to hit. 1D6 Bludgeoning damage and the enemy is grappled.

The Bite of 87: +3 to hit. Makes one New Friend attack followed by three bite attacks. If the creature attacked is still alive, they fall prone

Bonus Actions

Jumpscare: Any creature in a 10ft cone must make a DC 14 Constitution check, on a failed save the creature is frightened for a turn. 

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.

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.

Monster Tags: ambusher

Habitat: Urban

Dungeon_Dasher_730

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