Saturday, 29 November 2014

Steel Horror - CR 6 Construct

Steel Horror
Medium Construct (Neutral)
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Armour Class: 18 (Armour Plating)
Hit Points
: 75 (10d8+30)
Speed 40', Climb 10'
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STR 15 (+3) DEX 12 (+1) CON 17 (+3) INT 5 (-3) WIS 11 (+0) CHA10 (+0)
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Saving Throws: Constitution +6
Immunities: Lightning, Poison
Resistances: Fire
Condition Immunities: disease, exhausted, frightened, sleep, poisoned
Senses: darkvision 60', Passive Perception +10
Challenge: 5 (1,800 XP)
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Lightning Feeder: When the Horror is hit by lightning damage, it heals a number of hit points equal to the amount of damage. If this would take it over its maximum hit points, it gains the remainder as temporary hit points, and gains a +1 bonus to AC and Dexterity saving throws as long as it has at least one remaining.
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ACTIONS
Multiattack: The Horror makes two Charged Spike attacks.

Charged Spikes: Melee weapon attack, Reach 5', +6 to hit, one target, Hit: 5 (1d8) piercing damage plus 7 (2d6) lightning damage and target must make a D.C. 14 Constitution save or be unable to use Reactions and suffer disadvantage on Dexterity saving throws for 1 minute. At the end of each of their turns, they may save again to try and end this effect early.

Lightning Bolt (Recharge 5, 6): Range 60' line; Creatures in the line take 21 (6d6) lightning damage; half if they make a D.C. 14 Dexterity save.

REACTIONS

Arcing Burst: When the Horror is first reduced to half hit points or less, all creatures within 20' take 14 (3d8) lightning damage; half if they make a D.C. 14 Dexterity save. 

Clickety click...

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Just a quick reminder, I am not one of the lucky ones who has an early copy of the DMG, so this beastie is made with me eyeballing the stats of similar levelled official monsters. I will revisit it and the others once I have the official rules, to check it is balanced. Anyway, here is a monster I have made as part of my conversion of the Artificer class - a spin off of the Clockwork Horrors. Hope you like it Enjoy! 

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