Gargantuan Construct, Unaligned
Armor Class 14 (natural armor)
Hit Points 263 (17d20 + 85)
Speed 30 ft.
STR
26 (+8)
DEX
7 (-2)
CON
20 (+5)
INT
1 (-5)
WIS
3 (-4)
CHA
3 (-4)
Saving Throws CON +9, WIS +0, CHA +0
Damage Immunities Poison, Psychic
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 6
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Antimagic Susceptibility. The hut is incapacitated while the magic that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

Siege Monster. The hut deals double damage to objects and structures.

Actions

Multiattack. The hut makes three attacks with its Claws. Or it can replace all of these attacks with a Marshland charge attack.

Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 14 (4d6) slashing damage.

Marshline Charge. (Recharge 5–6). The Creeping Hut moves up to 60 feet in a straight line without provoking opportunity attacks. This movement ignores difficult terrain. Each creature in the hut’s path must succeed on a DC 15 Dexterity saving throw or take 22 (4d10) bludgeoning damage, be knocked prone, and be pushed to the nearest unoccupied space to the side of the hut’s path. On a successful save, a creature takes half as much damage and isn’t knocked prone. If a creature is prone when it fails this saving throw, it takes an extra 11 (2d10) bludgeoning damage.

 

Description

Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.

Constructed Nature. An animated object doesn’t require air, food, drink, or sleep.

The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.


 

 Baba Iyaga’s Creeping Hut was fashioned from the rotting stump of an ancient marsh tree, its hollowed heart carved into a crooked dwelling. It remained still for years until Baba Iyaga embedded within it a stolen alchemical core taken from a Ravenswatch courier—an artifact used in the preservation of bloodwine. The corrupted magic within the core arrested the tree’s decay without restoring life, leaving the structure suspended between death and motion. In time, the stump tore its own roots free from the marsh and began to move, dragging itself forward on massive, jointed limbs. The hut now lurches through the swamp like a grotesque predator, striking with its root-legs and defending the territory Baba Iyaga has claimed for herself.

Heart of the Hut. The Creeping Hut is animated by a stolen alchemical core embedded beneath the floorboards under Baba Iyaga’s bed. A creature inside the hut can expose the core by succeeding on a DC 14 Strength (Athletics) check or by destroying the floorboards (AC 12; 10 hit points). While the hut is active, the cavity becomes a snapping maw. One creature can use its action to hold the maw open with a DC 14 Strength (Athletics) check, taking 5 (1d10) piercing damage on a failure. While the maw is held open, another creature can use its action to attempt to remove the core, succeeding on a DC 14 Dexterity saving throw. On a success, the core is removed and the hut becomes incapacitated. On a failure, the creature takes 10 (3d6) piercing damage and fails to remove the core; if the save fails by 5 or more, the creature is also grappled (escape DC 14).

Habitat: Swamp

captcloudz

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