Huge Construct, Unaligned
Armor Class 15 Material
Hit Points 75 (6d12 + 36)
Speed 75 ft.
STR
22 (+6)
DEX
14 (+2)
CON
22 (+6)
INT
1 (-5)
WIS
6 (-2)
CHA
21 (+5)
Saving Throws STR +15, DEX +10, CON +18, INT −7, WIS −1, CHA +3
Skills Athletics +12
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Poison, Psychic
Senses Blindsight 90ft, Passive Perception 8
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Bounding Legs. The hut ignores the effect of Difficult Terrain. In addition, the hut’s Long Jump is a number of feet up to double its Strength score and High Jump is a number of feet equal to 10 plus its Strength modifier.

Immutable Form. The hut can’t shape-shift.

Magic Resistance. The hut has Advantage on saving throws against spells and other magical effects. Mistress’s Senses. The hut’s Passive Perception is replaced by Baba Yaga’s when she is riding within it.

Actions

Multiattack. The hut makes two Kick attacks or one Crashing Fall and one Kick attack.

Kick. Melee Attack Roll:+8, reach 10 ft. Hit: 19 (2d12 + 6) (2d12 + 6) Bludgeoning damage.

Crashing Fall. The hut jumps to a point it can see within 30 feet. Dexterity Saving Throw: DC 15, each creature within 10 feet of the space it lands. Failure: 26 (4d12) Bludgeoning damage and the target has the Prone condition. Failure by 5 or More: The target also has the Stunned condition and begins suffocating until the hut moves. Success: Half damage only.

Bonus Actions

Scratch up Dust ([roll]1d6[/roll]). The hut creates a 20-foot-radius Sphere of dust and debris centered on itself. The area is Heavily Obscured for 1 minute or until a strong wind disperses the dust cloud. Whenever a creature enters the Sphere or starts its turn there, that creature is subjected to the following effect. Constitution Saving Throw: DC 15, (a creature makes this save only once per turn). Failure: The target has the Blinded condition until it leaves the Sphere.

Reactions

Gobble Them Up. Trigger: A creature reaches 0 Hit Points within 10 feet of the hut. Response: The hut immediately moves to the Unconscious creature without triggering Opportunity Attacks and swallows it. When swallowed, the target becomes Stable and has the Blinded and Restrained conditions until it regains Hit Points. The target has Total Cover against attacks and other effects outside the hut whilst swallowed.

Legendary Actions

Legendary Action Uses: 2. Immediately after another creature’s turn, the hut can expend a use to take one of the following actions. The hut regains all expended uses at the start of each of its turns.

Kick. The hut makes a Kick attack.

Flee On Swift Feet (2 uses). The hut moves up to its Speed without triggering Opportunity Attacks.

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.

Description

Enter a general description for your monster here.

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.

DGNightwing31

Comments

Posts Quoted:
Reply
Clear All Quotes