Medium Construct, Lawful Neutral
Armor Class 16 Runic plating
Hit Points 110 (52d8)
Speed 30 ft., The movement speed changes to 40 ft if Runic Core Overcharge is active
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
10 (+0)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws CON +7, WIS +5
Damage Resistances Cold, Lightning, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Gear Zonai long sword, Zonai long bow, Zonai Shield
Senses Passive Perception 15
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Darkvision: 60ft

Heated body: The construct has resistance to cold damage from non magical attacks

Runic Core Overcharge: When the construct is reduced to half its hit points or lower, the runes on its core flare. Until the construct is killed, it gains: a +2 to attack rolls, attacks with its weapons deal a bonus (2d6) lightning damage and its movement speed increases to 40 ft.

Modular Frame: As a reaction, the Zonai Construct can reduce any instance of damage by 10 (once per round) because of the different plates that it is made up of.

Ancient Stabilization: The Construct has advantage on saving throws against all spells

Actions

Multiattack. The Construct makes two attacks, one with its blast emitter (read on for more info) and one with its Runic strike (read on for more info)

 

Horn. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 1d10 slashing damage. The construct charges 5 ft forward with its horn facing a creature that it targets. 

Shortbow. Ranged Weapon Attack: +0 to hit, range 80/320 ft., 1 target. Hit: 1d6  piercing damage.

Ancient Fusion: The Construct must succeed on a DC 14 wisdom check, if it does, then it charges the energy in its core to scan the area for unwielded weapons. If there are no unwielded weapons within 60 ft of the Construct, then nothing happens. If there are unwielded weapons, then the Construct fuses one of its limbs with the weapon, integrating into its form. If the Construct uses Ancient fusion again, the previous fused weapon crumbles into scrap

  • Melee Weapon: its Runic Strike gains +2 damage and deals slashing/bludgeoning based on the fused weapon
  • Heavy/ two handed weapon: Its Runic Strike gains the weapon's normal attack option, but it uses its Blast Emitter attack bonus
  • Thrown Weapon: the Construct can fire spectral copies of the weapon for 1 minute; the original becomes part of its frame
Bonus Actions

Propulsion Dash. The Construct jets itself straight forward up to 20 ft. This action does not provoke any opportunity attacks.

Reactions

Ancient Deflection. When hit by a ranged, non magical attacks, the Construct halves the damage and may redirect a shard of deflected force at a creature within 20 ft of it. the creature it targets must succeed on a DC 15 Dex save or take 7 (2d6) force damage.

Description

Taken as inspiration of The Legend of Zelda: Tears of the Kingdom, this is a Zonai construct III. The Zonai Construct stands tall with the pride of ancient energy. Forged from interlocking green-stone plates, the Zonai Construct is a formidable opponent and should be taken seriously. Its body is bound by shimmering Zonai energy veins, and it moves with an uncanny blend of precision and gracefulness. Its single, glowing, red core eye pulses with Runic patterns that only ancient Zonai (Or Link :)) can understand. The patterns shift with its environment. These ancient Zonai creatures, whom some may call robots, are usually found protecting ancient Zonai structures for eternity. They usually do their work in groups of up to 8 constructs.

Lair and Lair Actions

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Pickle1234567890

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