Armor Class 21 Plate Armor
Hit Points 385 (30d10 + 180)
Speed 40 ft.
STR
26 (+8)
DEX
14 (+2)
CON
24 (+7)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +14, CON +13, WIS +9
Skills Athletics +15, Intimidation +11, Perception +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120, Passive Perception 20
Languages Common
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/day).  If Frank fails a saving throw, it can choose to succeed instead.

FEV Titan Physiology. Frank has advantage on saving throws against being charmed, frightened, paralyzed, or stunned.

Cybernetic Targeting System. Frank ignores half and three-quarters cover when making ranged attacks.

Relentless (1/Day). When reduced to 0 hit points, Frank drops to 1 hit point instead.

Actions

Multiattack. Frank makes three attacks with his Power Fist or Plasma Blade, or two ranged attacks.

Enclave Power Fist. Melee Weapon Attack: +15 to hit, reach 10 ft., one target
Hit: 25 (3d10 + 8) bludgeoning damage plus 10 (3d6) lightning damage.
If the target is Large or smaller, it must succeed on a DC 20 Strength save or be knocked prone.

Plasma Blade. Melee Weapon Attack: +15 to hit, reach 10 ft., one target
Hit: 27 (4d8 + 8) radiant damage.

Heavy Plasma Rifle. Ranged Weapon Attack: +13 to hit, range 120/360 ft., one target
Hit: 28 (6d8) radiant damage.

Devastating Cleave (Recharge 5–6). Frank sweeps in a 15-foot cone. Creatures in the area must make a DC 20 Dexterity save or take 45 (5d8) slashing & 45 (5d8) radiant damage, half on success.

Legendary Actions

Frank can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Frank regains spent legendary actions at the start of its turn.

Move. Frank moves up to half his speed.

Brutal Strike. Frank makes one Power Fist attack.

Suppressive Fire (Costs 2 Actions). Frank makes a Heavy Plasma Rifle attack. The target has disadvantage on its next attack roll.

Lair and Lair Actions

Frank Horrigan’s Lair

The Enclave Command Reactor Platform
A massive steel platform suspended above a glowing reactor core. Catwalks, force fields, automated turrets, and blast doors line the chamber. Consoles flicker with red warning lights. Enclave insignias are stamped into reinforced bulkheads.

Lair Actions:
On initiative count 20 (losing initiative ties), Frank can activate one of the following:

Reactor Surge. Energy pulses from the reactor below. All creatures (except Frank) must make a DC 20 Constitution saving throw or take 18 (4d8) lightning damage and be pushed 10 feet in a random direction.

Enclave Turret Support. Hidden auto-turrets deploy from the walls. Two creatures Frank can see must make a DC 20 Dexterity saving throw or take 21 (6d6) force damage.

Security Lockdown. Blast shields descend. Choose up to two 10-foot-wide sections of the battlefield. They become heavily obscured and difficult terrain until the next round.

DungeonDDive

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