Skeletron Prime (5e Creature)

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Skeletron Prime[edit]

Huge construct, chaotic evil


Armor Class 18 (natural armor)
Hit Points 276 (30d8 + 150)
Speed 25 ft., fly 50 ft.


STR DEX CON INT WIS CHA
23 (+6) 21 (+5) 20 (+5) 12 (+1) 18 (+4) 9 (-1)

Saving Throws Strength, Wisdom
Damage Immunities poison, psychic
Condition Immunities Charmed, Frightened, Poisoned, Prone, Restrained
Senses darkvision 90 ft., passive Perception 13
Languages
Challenge 18 (20,000 XP)


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

ACTIONS

Multiattack. Skeletron Prime makes one melee attack and one ranged attack.

Prime Vice. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 28 (4d10 + 6) 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.

Prime Saw. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 32 (6d8 + 6) slashing damage.

Prime Laser Ranged Weapon Attack: +6 to hit, range 50/100 ft., one target. Hit: 23 (3d12 + 4) lightning damage.

Prime Cannon Skeletron Prime fires an innacurate but powerful bomb at a 10-foot sphere centered at a creature within range (40/80 ft.). Each creature in that area must make a DC 12 Dexterity saving throw or take 21 (4d4 + 4) fire damage plus 17 (4d4) bludgeoning damage, or half as much on a successful one. Damage dealt by this attack is considered magical for the purposes of overcoming resistances and immunities.

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 1 Prime Laser attack.

Move. Skeletron Prime moves up to half its speed.

Spin (Costs 2 actions). Skeletron Prime extends spikes from its head and rotates it at fast speeds. Every creature within 5 feet of Skeletron Prime must succeed on a DC 21 Dexterity saving throw or take 48 (4d10 + 5) piercing damage, or half as much on a successful one. Until the start of Skeletron Prime's next turn, melee attacks made against it are made at disadvantage.

Skeletron Prime, one of the three Mechanical Bosses along with the Destroyer and the Twins, is a deadly, robotic, upgraded version of Skeletron. Built from silver-shining hallowed metal like the other Mechanical Bosses, Skeletron Prime consists of a large skull-shaped head with glowing red eyes, and extendable spikes hidden inside of it. Connected by large, metal bone arms are 4 limbs, each a deadly weapon: Prime Vice, a powerful gripping claw, Prime Laser, a rapid-fire Death Laser blaster, Prime Saw, a brutal chainsaw, and Prime Cannon, a hard-to-aim but deadly bomb launcher. Like the other Mechanical Bosses, Skeletron Prime was ordered by the Lunatic Cult to be built by the Mechanic as a cybernetic enhancement for the broken body of Cthulhu, designed as a cure-all for his fractured or missing bones, namely his skull. Without a scrap of Cthulhu's muscle on it, Skeletron Prime freely wreaks havoc wherever it goes, and can be summoned by use of a special electronic signal. A magic beacon that emits this signal, which resembles a humanoid skull, can be created from metal, bones, and trapped souls of both fiend and fey. When called, the marrow-filled menace will attack with all 4 limbs simultaneously, and spinning its head, spikes extended, to deflect attacks. It is said that when Skeletron Prime draws near, the air will mysteriously get colder around oneself...



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