Huge Construct, Unaligned
Armor Class 20 Stone
Hit Points 803 (6d20 + 740)
Speed 35 ft.
STR
26 (+8)
DEX
12 (+1)
CON
30 (+10)
INT
20 (+5)
WIS
20 (+5)
CHA
15 (+2)
Skills Intimidation +3, Perception +4
Damage Vulnerabilities Bludgeoning, Radiant
Damage Resistances Fire
Damage Immunities Necrotic, Poison
Senses Darkvision 200 ft., Truesight 140 ft., Passive Perception 9
Languages --
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Immutable Form. The castrum is immune to any spell or effect that would alter its form.

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

Fragile Limbs. The castrum’s four limbs individually have an HP bar (exactly 250 HP each). Upon defeating a limb, the castrum takes 100 damage (the HP lost can not be restored by any means, unless the castrum is not engaged in battle and is in its lair) and is restrained and incapacitated for 2 rounds. During this time, all attacks dealt upon the castrum will deal twice the damage. Each limb is vulnerable to all attack types (except the types in which the castrum is immune to), but they are also immune to all conditions.

 

Actions

Multiattack. The castrum makes 2 melee attacks and 2 ranged attacks.

Fabricated Arrow. Melee Weapon Attack: +17 to hit, reach 14 ft., one target. Hit: 2d10 + 10 piercing damage and 1d4 fire damage.

Hard Impact. Ranged Spell Attack: +17 to hit, range 14/140 ft., one target and all targets near 5 ft. of target. Hit: 2d10 + 10 fire damage.

 

Description

An unidentified construct in the shape of a walking fortress. It was constructed to be a bulwark for any situation, but was disused. Durable and heavy, but its limbs are fragile.

Monster Tags: construct

Habitat: ArcticCoastalDesertGrasslandHill

Vitenoxi

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