Ironclad Executioner (5e Creature)

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Ironclad Executioner[edit]

Huge construct, neutral


Armor Class 14
Hit Points 128 (13d12 + 44)
Speed 25 ft.


STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 18 (+4) 5 (-3) 10 (+0) 6 (-2)

Damage Vulnerabilities lightning
Damage Resistances fire, cold
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, restrained, sleep, slow
Senses tremorsense 60 ft., passive Perception 10
Languages
Challenge 6 (2,300 XP)


Damage Spike Immunity. This creature is immune to any damage it would take from spells and effects like fire shield or hitting a Balor's Fire Aura.

Stun Vulnerability. This creature has disadvantage on saving throws to the stunned condition.

Water Vulnerability. This creature takes double damage from water based attacks, such as tidal wave or maelstrom.

ACTIONS

Knockback Cleave. Melee Weapon Attack: +5 to hit, reach 10 ft., 10 ft. cube. Hit: 20 (3d10 + 4) bludgeoning damage. Creatures struck must succeed on a DC 14 Strength saving throw or be knocked back 10 ft.

Stunning Column. Melee Weapon Attack: +5 to hit, reach 10 ft., 10 ft. line. Hit: 20 (3d10 + 4) bludgeoning damage. Creatures struck must succeed on a DC 14 Dexterity saving throw or be stunned for 1 round.

Amnesic Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) bludgeoning damage. Creatures struck must succeed on a DC 14 Wisdom saving throw or be unable to use class features that require activation for 1 round.


Arm Cannon. The Ironclad retracts its hand into it's arm and fires an orb of fire within 15 ft. of it. Each creature in a 10 ft. radius sphere centered on that point must make a Dexterity saving throw. A target takes 14 (4d6) fire damage and has their maximum hit points reduced by half on a failed save, or takes half as much damage on a successful one and resists the Max Hit Points Down condition. A creature may repeat the saving throw for this effect at the end of each of its turns, ending the effect on itself on a success. For the duration, creatures who have their maximum hit points lowered by this attack become marked and become less dangerous to the Ironclad. The Ironclad prefers to attack targets who are not marked in this way.

Incinerator. The Ironclad expels intense flames in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage and begins burning on a failed save, or half as much damage and resists the burn on a successful one. Creatures on fire take 1d6 damage at the start of its turn and that creature's Intelligence modifier is temporarily reduced by 2 for the duration. A creature may repeat the saving throw for this effect at the end of each of its turns, ending the effect on itself on a success.

Scapula Beam. The Ironclad fires two light blue beams of magical energy out of it's shoulders in a 5 ft. radius around it. Every hostile creature in that area must make a DC 14 Dexterity saving throw, taking 13 (2d12) radiant damage and having their abilities hindered on a failed save, or half as much damage and not having their abilities hindered on a successful one. Hindered creatures have disadvantage on all attack rolls, saving throws and ability checks for the duration. A creature may repeat the saving throw for this effect at the end of each of its turns, ending the effect on itself on a success.

Seismic Impact. The Ironclad slams the ground with it's weapon, causing an upheaval in the earth within 10 feet of it. Each creature in a 15 ft. radius sphere centered on that point must make a Dexterity saving throw. A target takes 14 (4d6) magical bludgeoning damage and is restrained on a failed save, or takes half as much damage on a successful one and is not restrained. For 2 rounds, the effected area is considered difficult terrain. After which, the earth returns to the state is was in prior to this attack.

Turbine Cyclone. The Ironclad spins it's upper body in place, whipping magical wind in a 10 ft. radius around it. Each creature in the area must make a DC 14 Dexterity saving throw, taking 13 (2d12) magical bludgeoning damage and instantly losing the effects of one concentration spell or magical buff on a failed save, or half as much damage and not losing the effects of one concentration spell or magical buff on a successful one.

LEGENDARY ACTIONS

The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.

Ballistic Kick (Recharge 5-6) (Costs 3 Actions). The Ironclad sends it's legs rocketing forward in a 30 ft. cone from it. Creatures in the area must make a DC 14 Dexterity saving throw, each creature taking half their current hit points in force damage, are knocked back 10 ft. and all weapons or objects not secured to a creature are blown 10 ft. away on a failed save, or are knocked back 10 ft. and all weapons or objects not secured to a creature are blown 10 ft. away on a successful one. A creature is knocked back first followed by the loss of unsecured weapons and objects. Creatures affected by this attack become marked and become less dangerous to the Ironclad. The Ironclad prefers to attack targets who are not marked in this way.

IronGiant_Family.png

Appearance Ironclad are constructs of metal and fire. They are comprised of two legs, two arms, two shoulders and a torso with a diminutive, double-horned head nestled on top. It's body is a dull silver and onyx and various sigils, of unknown origin, are etched into it in a uniform fashion. Most predominately, a large one on it's chest. It's structure moves loosely but freely, in a vaguely humanoid form, with a singular floating orange ring connecting each body part together. Fire erupts upward out of the gaps the rings occupy and out of the top of it's head, continuously. The hands and feet are crude, three-pronged claws. The right claw usually carries a large, blunt instrument, a wide greatsword or great club, the same coloration as it's body.

Tactics Ironclad tend to lie dormant in scrap heaps until they detect movement. Although they are slow, they chase relentlessly. Even if they pursue their quarry to an empty hollow into which they cannot reach, they will simply stand at the opening until they can no longer detect movement. If their target manages to evade detection or is slain, the Ironclad slowly returns to its resting place unless another humanoid crosses its path. Despite its low intelligence, it appears to have an analytical fighting style, choosing attacks that maximize the number of combatants that it can hit (Although, it seems to disregard creatures struck by it's Ballistic Kick action or sometimes it's Arm Cannon action). After the defeat of its body, its head can sometimes switch into a state of hibernation and attempt to play dead or immediately rocket out of the torso and back to its haunt to attempt to forge a new body. The body cannot function without its head. Should the head of the Ironclad be cornered or is found out as it attempts to play dead, it will usually choose to become aggressive. (see Observer Unit below)

Lore Ironclad are otherworldly constructs from a ruined dimension where ragtag bands of refugees stranded in the harsh borderlands struggle for their survival against ungodly fiends and the wrath of the land itself, the land of Abyssea. These constructs tend to lie close to the burning wreckage of airships or large armoured vehicles. The keen observer would note that over the course of a week or two, the Observer Unit (head) of this creature can be seen amongst the scrap, carefully twisting together metal limbs and fashioning a chassis for itself with some kind of telekinetic force. While, at first, refugees took the inhospitable environment and lack of fauna as a sign of safe travels through the site of a downed airship, it is these wretched automaton that met the hapless survivors. Although, no one knows their true origin, one popular theory suggests that a will-meaning but misguided Puppetmaster or Artificer, intending to turn the loss of the airship fleet into an asset, created these self perpetuating weapons.



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