Medium Construct, Neutral
AC 25    Initiative +16 (26)
HP 1000 (125d10 + 500)
Speed 75 ft., Swim 60 ft.
Mod Save
STR 16 +3 +12
DEX 20 +5 +20
CON 16 +3 +12
Mod Save
INT 10 +0 +0
WIS 10 +0 +5
CHA 10 +0 +0
Skills Acrobatics +24, Athletics +18, Perception +17
Vulnerabilities Radiant
Resistances Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage from Spells
Senses Passive Perception 25
Languages any four languages
CR 15 (XP 13,000; PB +5)
Traits

Restless Machine Body! This creature requires no sleep or rest of any sort to remain conscious or at it's peak performance, they do not require it but they use the blood of humanoids in order to fuel their circuitry indefinitely.

Blood is Fuel! in the event the construct is harmed and slashed in anyway that doesn't truly destroy it the construct can regenerate up to 100% of their hp when dealing damage and making an enemy bleed, for every 100 damage dealt by this construct he regains 25 hp (This machine must consume the blood to heal).

Magic Resistance. This Construct has advantage on saving throws against spells and other magical effects and cannot be exhausted or charmed.

Blood Drive Overclock! In the event that V1 starts a turn with 200 HP or less, he may activate this trait which allows him to refuel his HP reserves using blood gain from dealing damage. If active whenever V1 deals damage to anything not considered a construct (that isn't also fueled by blood) or another creature that lacks blood, he will regain 1HP for every 1 damage dealt by him for the entirety of his turn. In the event that V1 ends his turn at 1000 HP or more after this trait is activated it will be disabled and go on a 3 round cooldown, anything less after the overclock is activated and it shall keep going. Using this trait V1 cannot regain more than 1000 HP per turn/round.

Actions

Multiattack. The Construct makes three Firearm attacks or two ARM attacks.

Knuckle-Blaster ARM (Recharge 2 or 4). Melee Weapon Attack, reach 15 ft., cone. Hit: 30 (5d10 + 5) force damage, rolled damage is doubled if a target is at the beginning of the target (for the directly contacted target) but in such a case the damage behind the first target is halved.

Core Eject Shotgun. Short Ranged Attack: +10 to hit, reach 10 ft., one target. Hit: 50 (5d12 + 20) piercing damage.

Marksman Revolver. Melee  Attack: +15 to hit, range 120 ft., one target. Hit: 30 (6d8 + 6) piercing damage.

Bonus Actions

Core Eject Grenade! Ranged Spell Attack: , reach 15 ft. sphere where shot (100 ft max from user), Hit: 29 (7d6 + 8) 50% fire, 50% force damage. If the construct expends his reaction to "Parry" the grenade launching it double it's normal distance in one direction from the user and dealing double the damage to a singular target instead.

Marksman Coin!  bonus to hit on Marksman's revolver attacks: 3 (1d4 + 1)  can be used 4 times per singular use of the Marksman Revolver. for every additional coin used the damage of the attack reflected off the coins gains 55 (1d100 + 5) bonus damage of the attack's type.

Whiplash ARM Reel After "Whiplash Pierce" is used on a target of large size or smaller V1 pulls them towards himself gaining 15 (2d10 + 5) bonus damage of the attack type

Reactions

Feedback ARM Parry (Recharge 7–10). In the event the construct uses this skill they successfully reflect any incoming projectile attacks (Magic or not) or return the damage of an attack intended to hit itself at the time of the reaction. In the event the parry is successful then the construct is allowed to parry again for free (if recharge is successful) without needing to expend an additional reaction, it can do this as many times as necessary until it's turn begins again.

Whiplash ARM Pierce As a reaction or an action on his turn, V1 winds his arm back and launches the triangular grapple hook built into this ARM with a to hit of 25 (1d20 + 15). Anything he strikes with this is then deemed as either [Heavy] or [Light Enough] (usually up to DM discretion) typically if the target is considered large sized or smaller it will be considered [Light Enough] and anything larger will be considered [Heavy]. In the event this hits a target they are tethered to V1/the Whiplash ARM until "Whiplash ARM Reel is used which has 2 possible uses. In the event the target of the "Reel" is [Light Enough] expending this one reaction V1 can "Pierce" and the "Reel" the target towards themselves to force them to body block an instance of damage. In the event the target of "Reel" is [Heavy] then as the reaction V1 will "Pierce" the target and "Reel" themselves towards it, moving the distance without expending it's own movement and not triggering opportunity attacks.

Previous Versions

Name Date Modified Views Adds Version Actions
8/30/2023 7:42:17 PM
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1/25/2024 2:29:20 AM
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1/20/2026 3:54:20 PM
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Monster Tags: construct

Habitat: CoastalHillMountainUrban

Ninjajjy32

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