Walking Castle (5e Creature)
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Colossal construct, neutral
Saving Throws Str +20, Con +20
False Appearance. While resting, a walking castle is indistinguishable from a large and imposing, but otherwise ordinary keep.
Immutable Form. The walking castle is immune to any spell or effect that would alter its form.
Limited Magic Immunity. The walking castle can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Immovable. The walking castle can make a Strength saving throw in place of a Dexterity saving throw to avoid being pushed, pulled, or knocked prone. Even if it is moved against its will, the distance it is pushed or pulled is reduced by 30 feet.
Mobile Garrison. The walking castle can hold and transport up to 180 Medium creatures, 45 Large creatures, or 10 Huge creatures on each of its four interior floors. Creatures inside the walking castle have total cover against attacks and effects originating from outside it. A creature that is still inside a walking castle when it reaches 0 hit points takes 220 (40d10) bludgeoning damage as it is crushed underneath dozens of tons of rubble.
Siege Monster. The walking castle deals double damage against objects and structures.
Titan's Wake. The walking castle can move through the spaces of Huge or smaller hostile creatures, and it can ignore difficult terrain or other effects that impede movement. If the walking castle moves through a creature's space, that creature must succeed on a DC 23 Dexterity saving throw or take 115 (10d20 + 10) bludgeoning damage and be restrained by the walking castle's 1,000 tons of weight pressing on it. A restrained creature can make a DC 23 Strength saving throw on its turn, on a success it is no longer restrained. A creature is also no longer restrained if the walking castle leaves its space.
Multiattack. The walking castle can use its ballista fire action. It then makes three warhammer, stomp, or trebuchet attacks.
Warhammer. Melee Weapon Attack: +20 to hit, reach 30 ft., all targets within a 10 ft. cube. Hit: 115 (10d20 + 10) bludgeoning damage.
Stomp. Melee Weapon Attack: +20 to hit, reach 30 ft., all targets no larger than Huge size within a 10 ft. cube. Hit: 65 (10d10 + 10) bludgeoning damage, and the target is restrained until the end of the walking castle's next turn.
Trebuchet. Ranged Weapon Attack: +8 to hit, range 600/2,400 ft. (can't hit targets within 60 feet of it), one target. Hit: 66 (12d10) bludgeoning damage.
Ballista Fire. The walking castle's self-loading ballistas cover a 40-foot cube within 480 feet of it with fire from heavy bolts. Each creature of the walking castle's choice must make a DC 20 Dexterity saving throw, taking 33 (6d10) piercing damage on a failed save, or half as much damage on a successful one.
The walking castle can take 4 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 walking castle regains spent legendary actions at the start of its turn.
Attack. The walking castle makes one warhammer, stomp, or trebuchet attack.
A walking castle is a massive fortified keep that has been animated by powerful magic. It occupies an 80 foot by 80 feet area, stands 120 feet tall at the shoulder (reaching a maximum height of 180 feet including the towers protruding from its back), and can transport a small army wherever it goes. Entire kingdoms tremble when a walking castle goes to war.