Armor Class 16 (Metalic Plating)
Hit Points 96 (12d8 + 36)
Speed 20 ft.
STR
12 (+1)
DEX
14 (+2)
CON
16 (+3)
INT
18 (+4)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws STR +6, INT +9, WIS +7
Damage Resistances Cold, Fire, Force, Psychic
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 240 ft., Passive Perception 12
Languages Understands the languages it spoke in life but can´t speak
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Undead Resilience (3-Day): Whenever Jeraldu Wabamaq VI would fall to 0 hit points it falls to 1 hit point instead, unless the damage dealt is radiant damage or from a critical hit.

Mechanical Improvements: Jeraldu Wabamaq VI is considered both an undead and a construct for effects that would require either creature type

Charged: Whenever Jeraldu Wabamaq VI takes ligthing damage it is charged until the end of its next turn, while charged it can make one additional attack on its action, as well as use its Eletrical Charge bonus action.

Static Field: All creatures that end their turn within 30ft of Jeraldu Wabamaq VI take 1d6 ligthing damage, furthermore they must succeed in a DC 17 Constitution saving throw having their speed reduced by half and being uncapable to use their reaction until the end of their next turn.

Creatures immune to lightning damage are immune to this effect, and creatures with resistance to lightning damage have advantage on this saving throw.

Spellcasting: Jeraldu Wabamaq VI was a great master of the arcane and mechanics in life it is considered a spellcaster of 9th level, it has a spell save DC of 17, and a spell attack bonus of +9.
Furthermore it knows and can cast the following spells.

Cantrips (at will): Mage hand, Thunderclap, Firebolt (ligthing damage), prestedigitation, light.
1st level (4 slots): Magic Missile, Detect Magic, Shield, Absorb Elements, Fog Cloud
2nd level (4 slots): Earthbind, Heat Metal, Misty Step, Silence, Shatter
3rd level (3 slots): Fly, Ligthing Bolt, Counterspell, Dispel Magic
4th level (2 slots): Dimension Door, Fabricate, Greater Invisibility
5th level (1slot): Far Step, Wall of Force

Actions

Multiattack: Jeraldu Wabamaq VI can make four attacks or use two of its available actions on its attack action, it can only cast one spell and use one of its other available actions when doing so.

Force Blast: Ranged Spell Attack +9 to hit, 240ft range, one target for 1d10+4 force damage,

Boom Fist: Melee Weapon Attack +9 to hit, 5ft reach, one target for 3d6 thunder damage.
A creature hit by this attack must succeed in a DC 17 Strenght saving throw being pushed 10ft back on a failure.

Bonus Actions

Electrical Charge: All Creatures within 30ft of Jeraldu Wabamaq VI must succeed in a DC 17 Constitution saving throw taking 6d6 ligthing damage on a failure having their speed reduced by half until the end of their next turn on a failure, half as much on a success and no additional effect.

Reactions

Force Shield (3-Day): As a creaction towards being targeted by an attack, spell attack or being within the area of an effect Jeraldu Wabamaq VI can cast forth a force shield surrounding it, gaining +5 ac until the force shield is destroyed.
This Force Shield is immune to all other damage types other than force damage, and it has 25 hit points and an AC of 10.

 

Habitat: Urban

Corpse_on_the_Trone

Comments

Posts Quoted:
Reply
Clear All Quotes