Huge Construct, Unaligned
AC 19 Natural    Initiative +1 (11)
HP 250 (20d20 + 120)
Speed
Mod Save
STR 22 +6 +11
DEX 12 +1 +1
CON 24 +7 +12
Mod Save
INT 20 +5 +5
WIS 20 +5 +5
CHA 16 +3 +3
Resistances Acid, Fire
Immunities Necrotic, Poison, Psychic
Senses Passive Perception 20
Languages None
CR 15 (XP 13,000; PB +5)
Traits

 

Immutable Form. Chariots are immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day). If Battlefield Chariot fails a saving throw, it can choose to succeed instead.

Magic Resistance. Battlefield Chariot has advantage on saving throws against spells and other magical effects.

Magic Weapons. Battlefield Chariot’s weapons are magical.

Actions

ACTIONS

Multiattack. Battleclad Chariot uses Discoid if it can. It then makes two claw attacks or two ray attacks.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage.

Ray. Ranged Spell Attack: +13 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage.

 

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Legendary Resistance (Cost 1)(3/Day). If Alexander Prime fails a saving throw, it can choose to succeed instead.

Inertia Stream (Cost 2). +13 to hit, range 10 ft radius. Hit: 9 (2d8) radiant damage. Creatures affected must make a DC 20 Strength save or be knocked back 15 ft.

Diffusion Ray (Cost 2). +13 to hit, range 60ft cone. Hit: 18

Ray (Cost 1). Ranged Spell Attack: +13 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage.

Discoid (Cost 3) (Recharge 6). Used only by Armored Chariot unleashes a piercing sonic wave affecting all creatures within a 20 ft radius. Each creature in that area must make a DC 20 Constitution saving throw, taking 45 (12d6) sonic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also deafened until the end of its next turn. Undead, constructs, and those already deafened are immune to this effect.

Brainjack (Cost 3)(Recharge 6) Usable by Long-Armed Chariot selected 1 target. Target must make a DC 20 Charisma saving throw or be charmed.

Homing Missile (Cost 3)(Recharge 5-6) Used by Battledressed Chariot. Target must make a DC 20 Constitution saving throw. On a failed saved, the target takes damage equal to 90% of their remaining HP. The target takes no damage on a successful saving throw.

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.

WolvesofRagnarok

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