Gargantuan Construct
AC 16 Vehicle Armor    Initiative +0 (10)
HP 350 (30d12 + 164)
Speed 80 ft.
Mod Save
STR 20 +5 +5
DEX 10 +0 +0
CON 20 +5 +5
Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0
Immunities Fire, Poison, Psychic; Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
Gear 15 infernal iron rods, 24 rocket-propelled javelins, 3 Soul Coins
Senses Passive Perception 10
Languages None
CR 0 (XP 10; PB +2)
Traits

Damage Threshold.  This vehicle has a damage threshold of 15 and a mishap threshold of 30

Battlements. All creatures aboard (capacity of 25 medium creatures) have half-cover from attacks made from outside the Bloodnought.

Crushing Wheels. The Bloodnought can move through the space of any Large or smaller creature.  When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone.  If the creature was already prone, it takes and extra 22 (4d10) bludgeoning damage.  This trait can't be used against a particular creature more than once each turn.

Magic Weapons.  The Bloodnought's weapon attacks are magical.

Prone Deficiency.  If the Bloodnought rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.

Actions

Action Stations

Helm (Requires 1 Crew and Grants Full Cover).  Drive and steer the Bloodnought.  If the Bloodnought is stationary, the helm's operator can use an action in tandem with the hellcannon's operator to deploy the hellcannon's Soulfire Mode.  While in Soulfire Mode, the Bloodnought is immobile and the hellcannon is operated by the crew member at the helm.  The helm's operator can use an action to retract the Soulfire Mode.

Hellcannon (Requires 1 Crew).  Ammunition: 15 infernal iron rods.  Ranged Weapon Attack: +9 to hit, range 120/480 ft., one target.  Hit: 44 (8d10) bludgeoning damage.

If the Bloodnought is stationary, the hellcannon's operator can use an action in tandem with the helm's operator to deploy the hellcannon's Soulfire Mode.

Soulfire Mode: Ammunition: each shot consumes one infernal iron rod and one charge of a Soul Coin, which is loaded separately from the Soul Coin inserted at the helm.  Ranged Weapon Attack: +12 to hit, range 1,000/6,000 ft., one target.  Hit: 78 (12d12) force damage.  Each creature within 20ft of the target (including the target itself regardless of whether or not the attack hit) must make a DC 20 Dexterity Saving throw, taking 39 (6d12) force damage and 28 (8d6) thunder damage on a failed save or half as much damage on a successful one.

Grappling Claw (Requires 1 Crew).  Melee Weapon Attack: +9 to hit, reach 20 ft., one target.  Hit: The target is grappled (escape DC 18).  If the target is a creature, it is restrained until the grapple ends.

The grappling claw can only grapple one target at a time, and the claw's operator can use a bonus action to make the claw reel in or release whatever it's holding.

Rotating B-Saw (Requires 1 Crew).  Melee Weapon Attack: +9 to hit, reach 10 ft., one target.  Hit: 28 (8d6) slashing damage.

The b-saw's operator can use a bonus action to make this attack again if the target is grappled by the grappling claw.

2 Rocket-Propelled Javelin Launchers (Each Station Requires 1 Crew and Load).  Ammunition: 12 RPJs per station.  Ranged Weapon Attack: +7 to hit, range 80/240 ft., one target.  Hit: 11 (2d6+4) piercing damage.

The RPJ launcher's operator can use an action to make this attack up to four times. Any crew adjacent to the RPJ launcher (including the RPJ launcher's operator) can use an action to reload all four RPJs or use a bonus action to reload a single RPJ.

 

Description

Recently crafted and perfected from the hellfire engine prototype at the Forge of Bel, the Bloodnought is a massive new infernal war machine meant to revolutionize the way the Blood War is fought.  They serve as both fortresses and siege engines for the forces of Zariel, sent to reinforce overwhelmed fronts and turn the tide with their indomitable might and destructive capabilities. While armed with a whole host of weaponry, the main strength of their design is the massive hellcannon that hangs over the top of the warship-like vehicle and can be anchored into the ground for stability and precision.  Each shot of this cannon consumes a portion of a soul and is capable of devasting Avernian and interplanar forces alike, from hordes of lemures to the mightiest balor.

Previous Versions

Name Date Modified Views Adds Version Actions
10/31/2025 9:50:57 PM
15
0
1
Coming Soon
10/31/2025 10:09:57 PM
16
0
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Coming Soon
1/10/2026 8:37:29 PM
21
0
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Coming Soon
1/10/2026 11:01:25 PM
21
0
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Coming Soon
1/13/2026 2:41:17 AM
22
0
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Coming Soon
Dasook

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