Huge Construct, Unaligned
AC 12 Vehicle    Initiative +4 (14)
HP 140 (1d4)
Speed 60 ft.
Mod Save
STR 14 +2 +8
DEX 14 +2 +8
CON 14 +2 +8
Mod Save
INT 14 +2 +8
WIS 14 +2 +8
CHA 14 +2 +8
Senses Passive Perception 14
Languages None
CR 2 (XP 450; PB +2)
Traits

 

Master Equation. This creature’s attacks deal damage based on fractions of a standardized value called Base HP, which equals 10 + 6 × (target’s level - 1). Damage is calculated as the specified fraction of Base HP, rounded down. The target's relevant vulnerabilities, resistances and immunities still function normally, and are each applied post-calculation. In lieu of a target's level, use (CR + 3) instead.

Mayday. If the Warp Ship is destroyed during the same round it appears, it crashes to the ground, instantly killing any Illuminate it deployed. Each creature within 10 ft of the Warp Ship must make a Dexterity saving throw (DC:14). On a failure, a creature takes Force damage equal to Base HP x 1/2 and is pushed 10 ft from the center of the area. On a success, a creature takes half as much damage and is pushed only 5 ft.

Energy Shield. The Warp Ship has 60 temporary hit points. When these temporary hit points are reduced to 0, any excess damage from the attack is ignored. The temporary hit points fully recharge at the start of the Warp Ship's next turn if it didn’t take damage since the end of its last turn.

Vehicle Armor. This creature takes x2 damage from Stratagems and Support Weapons.

Actions

Warp. The Warp Ship moves up to its speed, then teleports away to an unknown location.

 

Bonus Actions

Disengage. The Warp Ship takes the Disengage action as a bonus action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

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

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

IronicGaming

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