Skeletron Prime (5e Creature)

From D&D Wiki

Jump to: navigation, search

Skeletron Prime[edit]

Huge construct, neutral evil


Armor Class 16 (natural armor)
Hit Points 345 (30d12 + 150)
Speed 0 ft., fly 50 ft. (hover)


STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 20 (+5) 12 (+1) 10 (+0) 9 (-1)

Saving Throws Str +11, Wis +5, Cha +4
Proficiency Bonus +5
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses darkvision 120 ft., passive Perception 10
Languages
Challenge 16 (15,000 XP)


Immutable Form. Skeletron Prime is immune to any spell or effect that would alter its form.

Magic Weapons. Skeletron Prime's weapon attacks are magical.

Legendary Resistance (3/Day). If Skeletron Prime fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. Skeletron Prime uses its Frightful Presence. It then makes three attacks, one of which it can replace with its Prime Cannon.

Frightful Presence. Each creature of Skeletron Prime's choice that is within 60 feet of it and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Skeletron Prime's Frightful Presence for the next 24 hours.

Cranial Spikes (Recharge 5-6). Skeletron Prime enters a rage, extending spikes from its skull and shifting to a more aggressive mode of combat. Until the end of its next turn, it gains an extra action it can only use to make an attack.

Prime Cannon. Skeletron Prime fires an inaccurate but powerful bomb at a point within 60 feet of it that it can see. Each creature within 10 feet of that point must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage plus 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one.

Prime Laser. Ranged Weapon Attack: +8 to hit, range 50/100 ft., one target. Hit: 14 (4d6) radiant damage.

Prime Saw. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 23 (3d10 + 7) slashing damage.

Prime Vice. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and Skeletron Prime can't grab another target.


LEGENDARY ACTIONS

Skeletron Prime 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. Skeletron Prime regains spent legendary actions at the start of its turn.

Attack. Skeletron Prime makes one Prime Laser or Prime Vice attack.
Move. Skeletron Prime moves up to half its speed.
Spin (Costs 2 Actions). Skeletron Prime's head begins rotating. Until the start of Skeletron Prime's next turn, melee attacks made against it are made at disadvantage. Additionally, if its Cranial Spikes are still active, creatures that are within 10 feet of Skeletron Prime or that move into this radius for the first time on their turn must make a successful DC 16 Dexterity saving throw or take 15 (2d10 + 4) piercing damage.

Skeletron Prime is a massive, incomplete skeleton created out of thick slabs of silver-shining hallowed metal and brought to life using a combination of mechanical engineering and arcane enchantments. Physically, it resembles the creature known as Skeletron and consists of a metal skull with glowing red eyes, trailed by two pairs of floating skeletal arms; in lieu of hands, these limbs have been replaced with advanced mechanical weapons: a powerful gripping claw, a meters-long chainsaw, a bomb-launching cannon, and a rapid-fire energy blaster. Its construction was commissioned by a cult who had hoped to use it as a skeletal basis for reviving the long-dead and dismembered lunar god they worship, alongside the Destroyer and the Twins. Although it broke loose of their control before they could complete their plans, Skeletron Prime still only awakens at night, driven perhaps by an echo of the soul it was meant to contain. It is said that when Skeletron Prime draws near, the air will mysteriously get colder.

Constructed Nature. Skeletron Prime doesn't require air, food, drink, or sleep.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Terraria franchise, and/or include content directly affiliated with and/or owned by 505 Games. D&D Wiki neither claims nor implies any rights to Terraria copyrights, trademarks, or logos, nor any owned by 505 Games. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: