Huge Construct (Artillery)
AC 22 Plate    Initiative +0 (10)
HP 192 (16d12 + 75)
Speed 50 ft., Climb 50 ft., Swim 30 ft.
Mod Save
STR 16 +3 +8
DEX 20 +5 +5
CON 20 +5 +10
Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0
Resistances Bludgeoning, Piercing, and Slashing from Mundane Attacks
Senses Passive Perception 1
Languages Same languages as attuned spellcaster.
CR 15 (XP 13,000; PB +5)
Traits

Spelljammer. The Arcane Chariot is considered a spelljammer and must be attuned to a spellcaster sitting inside of the spelljamming helm within the Chariot. Otherwise the Arcane Chariot will not move or take any actions.

Weapon Proficency. The Arcane Chariot is proficent with all weapons. If given a weapon that requires attunement the Arcane Chariot can only attune to it while being controlled by an attuned creature. A weapon attuned by the Arcane Chariot will grow to a proportional size and weight.

Spellcasting. The Arcane Chariot can be used as a spellcadting focus for the attuned spellcaster sitting inside. It can be used to cast any spell of the spellcaster's choice up to 4th level.

Non-Sentience. While unattuned, the Arcane Chariot is immune to damage from saving throws and succeeds all saving throws automatically, except dexterity saving throws. While attuned, the Arcane Chariot uses the attuned spellcaster's Intelligence, Wisdom, and Charisma scores for any ability checks and saving throws it makes. Passive Insight, Investigation, and Perception, as well as initiative bonus are eqaul to the attuned spellcaster's.

Actions

Multiattack. The Arcane Chariot benefits from any affects that allow its attuner to gain extra attacks.

Action Melee Attack. This weapon functions as normal for the equipped weapon, however the range and damage are always doubled. If rolling a critical hit, the damage is instead the maximum possibly you can normally roll.

Action Ranged Attack.This weapon functions as normal for the equipped weapon, however the damage is always doubled. If rolling a critical hit, the damage is instead the maximum possibly you can normally roll.

Scoundrel's Caltrops. As an action you can expend a spell slot to scatter a 15ft square of caltrops on the ground within 30 feet of you. Any creature starting its turn in the area or attempting to move through it must make Dexterity saving throws equal to your spellcasting DC. On a failure the target takes 2d6 piercing damage for each level of the spell slot consumed, and the area counts as difficult terrain. On a success they take half damage and their movement is unaffected.

Bonus Actions

Scoundrel's Dash. The Arcane Chariot - Scoundrel Type can dash, disengage, and dodge as a bonus action. This ability can only be used 5 times. Leaving the Arcane Chariot unattuned for 8 hours resets the amount of times this ability can be used.

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

The Arcane Chariots were the pinnacle of technology created by the Arcane Smith's Foundry branch of the Tamaara Magicademy. Using the same methods of enchantment to create Spelljammers, the Arcane Chariot is a smaller, humanoid form of the same ship. While it is still far larger than most humanoids, it is small enough to be controlled from within by a Spelljamming Helm.

 

Scoundrel Type Arcane Chariots typically have lanky frames and climbing claws built into their limbs, allowing for combat and agility in any terrain. While their armor is thin, they are faster and harder to damage than other frames if they can maintain a distance from their foes.

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: construct

TaleMcKnight

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