Thunderer Artifice (5e Creature)

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Thunderer Artifice[edit]

Large construct, any alignment


Armor Class 18 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 10 (+0) 14 (+2) 10 (+0)

Proficiency Bonus +6
Damage Resistances acid, cold, fire, lightning, necrotic, radiant
Damage Immunities poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 12
Languages the languages of its creator and any one other
Challenge 20 (25,000 XP)


Artificed Weapons. The artifice's weapon attacks are magical. When the artifice hits with any weapon, the weapon deals an extra 22 (5d8) radiant damage (included in the attack).

Immutable Form. The artifice is immune to any spell or effect that would alter its form.

Magic Resistance. The artifice has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The artifice makes three attacks.

Hammer. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage and 22 (5d8) radiant damage.

Ray of Light. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage.

Thundering Roar (Recharge 5-6). The artifice emits a deafening noise, creating a sound audible out to 300 feet. Each creature within 30 feet of the artifice must make a DC 19 Constitution saving throw. On a failed save, a creature takes 45 (10d8) thunder damage and is deafened. On a successful save, the creature takes half as much damage and isn't deafened.


LEGENDARY ACTIONS

The artifice 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 artifice regains spent legendary actions at the start of its turn.

Move. The artifice moves up to its speed without provoking opportunity attacks.
Attack (Costs 2 Actions). The artifice makes one attack.
Thunderclap (Costs 3 Actions). The artifice emits a thunderclap, creating a sound audible out to 300 feet. Each creature within 15 feet of the artifice must make a DC 19 Constitution saving throw. On a failed save, a creature takes 10 (3d6) thunder damage and is pushed 10 feet away from it. On a successful save, the creature takes half as much damage and isn't pushed.

A thunderer artifice attacks by creating deafening sounds. A thunderer artifice is often constructed holding an instrument such as a horn or a drum or is created in the shape of a noisy creature.

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