Bombardier Beetle (Sins Of The Past)

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Bombardier Beetle[edit]

medium monstrosity (shikigami), unaligned


Armor Class 21
Hit Points 307 (28d10+137)
Speed 35ft. 20ft climb. 30ft flying


STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 5 (-3) 16 (+3) 24 (+7)

Saving Throws Con +7, Cha +12
Skills Arcana +2, Athletics +6, Investigation +2, Perception +8
Damage Vulnerabilities Cold
Damage Resistances Non magical Bludgeoning, Slashing and Piercing, Force, Poison
Damage Immunities Fire
Condition Immunities prone, restricted, incapacitated, grappled.
Senses passive Perception 15
Languages
Challenge 14 (11,500 XP)


Cursed Energy. The shikigami has 37 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. While in combat, the shikigami regains 1 cursed energy at the beginning of each of its turns, up to its maximum. The combat must be one where the shikigami's life is at risk.

Magical Weapons The shikigamis attacks are magical.

Unique Cursed Energy The Bombardier Beetle's cursed energy is a bit different, it has been molded by the explosive nature of the bombardier talents, and therefor have become a bit firey. The shikigami's curse energy is Fire damage, When it deals damage with the its cursed energy features that would normally do necrotic damage, its damage type can be fire damage.

Long Shot When this shikigami makes a ranged attack that is 100ft or more, it may use 2 ursed energy to make a Perception check to gain 1/4 of the rolled amount to the ranged attack roll.

Hard Outerier The shikigami reduces all Bludgeoning, Piercing and Slashing damage with 4.

Evasion. Whenever the Bombardier Beetle makes a Dexterity saving throw, it takes half as much damage on a failure and no damage on a success.

Strong Body The Shikigami reduces all non-magical damage except psychic or thunder by 2.

Brown Exoskeleton As long as the shikigami is above half heath it gains +2 AC, and lose gains -2 on Dexterity saves. (This is already acounted for in the sheet.)

Highly Explosive Cursed Energy Once per turn when the shikigami deals fire damage it may use up to 7 cursed energy to add 2d8 fire damage per cursed energy used. This additional fire damage treats resistance as normal and immunity as ressistens. If used 5 or more the creature will also make a DC 20 Constitution save or gain the condition Second Degree Burns for 1 minute.

Reloading After taking the action Bomb Shot, the shikigami will need to cool down, it will need to make a DC 15 Constitution save, if it fails it wont be able to use Bomb Shot next turn, if that happens then at the start of its next turn it will then re make the save (this will be repeated until successful).

Artillery The shikigami may as a no action required before any other actions or using movement speed, choos to go into artillery mode. In this mode it gains the following benefits.

  • It gains + 50ft range on all ranged attacks.
  • Increases Bomb Shots damage dice.
  • It will have no movement speed.
  • Gains a additinal attack action only to use either Bomb Shot or Explosive Rain.
  • Fails all Dexterity saves related to dogding, and Strength related to resisting something.
  • It will gain advantage on Perception check related do finding a creature or hitting a creature with the help of the Long Shot feature.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d10 + 1) Piercing damage.

Ripper. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d8 + 2) Sashing damage.

Combusting Gas (3 Cursed Energy). Cursed Ranged Weapon Attack: +13 to hit, range 35 ft., one target. Hit: 27 (4d10 + 7) Bludgeoning damage, the creature must also make a DC 20 Constitution save or take 22 (5d6+7) necrotic damage.

Bomb Shot (7 Cursed Energy) The Bombardier Beetle lines up and shoots a compact cursed energy shoot up to 80ft away, making a cursed ranged attack roll. On a hit the creature will take a 40 (8d10) necrotic damage, and a 35ft radius around where the location the shot landed, will become difficult terrain. The target will also make a DC 20 Constitution save or become prone.

Before making the ranged attack roll, it may use a additional 2 cursed energy if done, then instead of making a Constitution save to become prone, they will become stunned for 1 minute. If it rolls a 20 on the attack roll then the radius of where the ground will become difficult terrain will become a 60ft radius.

Explosive Rain (3 Cursed Energy). The shikigami launches 3 small explosive cursed energy shoots, up to 60ft away and may choose up to four different targets. For each shot the target creature must make a a DC 20 Dexterity save, on a fail they will take 18 (3d12) necrotic damage.

BONUS ACTIONS

Run Away The Bombardier Beetle runs away from danger to better hit a creature, it moves 80ft away, and for every 10ft this moves the shikigami more then it had walking speed left, will deal 3 (1d6) Bludgeoning damage from the strain.

REACTIONS

Minefield As a reaction to a creature moving towards the Bombardier Beetle it spits a small explosive energy on the ground, making a 20ft radius around the shikigami difficult terrain.

image-2025-04-07-180051058.png

Ain't Real No shit - Noro

Improved Durability. This shikigami uses the Improved Durability rule.

Feats this is the shikigami feat.

Unique Cursed Energy Strong Body, Resilient Immense Cursed Energy

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