Large Construct, Chaotic Evil
Armor Class 15
Hit Points 180 (15d8 + 44)
Speed 40 ft.
STR
19 (+4)
DEX
12 (+1)
CON
19 (+4)
INT
9 (-1)
WIS
9 (-1)
CHA
5 (-3)
Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

 Magic Resistance. Wrath of the Seven Sins has advantage on saving throws against spells and other magical effects.

Magic Weapons. Wrath of the Seven Sins weapon attacks are magical.

Magic AbsorptionWhenever subjected to Necrotic damage, it instead gains these hitpoints back.

Immutable Form. Wrath of the Seven Sins is immune to any spell or effectt hat would alter its form.

Actions

Wrath makes 3 attacks, and alternates amongst its weapons and web at will, but will not do more than one of each per turn.

Web. Wrath “casts” web as an action up to 2x/day.

Greatsword +1 Melee Weapon. +5 to hit. Hit: 2d6+5dmg

Morningstar Melee Weapon. +4 to hit. Hit: 1d8+4dmg

Handaxe +2 Melee Weapon. +6 to hit. Hit: 1d6+6dmg. Thrown: range 20/60

Spear Melee Weapon. +6 to hit. Hit: 2d6+6dmg. Thrown: range 20/60

Reactions

If Wrath takes 5 or more points of bludgeoning damage at once, have the source of damage roll a d20

•1-8: nothing happens
• 9-17: Wrath regains 4d4+4 hit points
• 18-20: Wrath regains 4d4+4 hit points twice.

This can happen a total of 5 times.

Description

Wrath of the Seven Sins is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Powerful enchantments protect it, deflecting spells and all but the most potent weapons.

Wrath cannot talk. It cannot bargain, be charmed, or bribed. It attacks until all creatures are dead. Wrath exists as an attempt by the Abbot to create a monster to kill Strahd, but he realized that wrath without compassion, and rage without intelligence, is a worse abomination than a cold despot.

DC15 Perception checks will reveal that 2 of Wrath’s weapons are bright and clean (magical), and 2 are corroded (mundane). DC20 perception will reveal coarse stitching.
When the Abbot created Wrath he envisioned it battling Strahd. He stuffed Wrath with additional weapons and supplies. When defeated, describe the monster as having bits of metal sticking out of it. If the characters “search” by cutting it open, they find
the following amongst matted cloths, dry meat, hay:

•1 each of the following: longsword, mace, dagger, five +1 arrows, scimitar, rapier
•5 potions of greater healing
•99 silver pieces

Note that if Wrath took bludgeoning damage and was healed this is because the healing potions were smashed inside it. Deduct them from the treasure found on a search.

FreakFire74

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