Living City (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Living City

Titanic construct, unaligned


Armor Class 29 (natural armor)
Hit Points 2,420 (40d100 + 400)
Speed 120 ft.


STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 5 (-3) 20 (+5) 20 (+5)

Saving Throws Str +24, Con +24
Skills Perception +19
Damage Resistances acid, cold, fire, lightning
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 1200 ft., passive Perception 29
Languages understands all languages but can't speak
Challenge 50 (1,220,000 XP)


False Appearance. While resting, a living city is indistinguishable from a huge and imposing, but otherwise ordinary fortified city.

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

Limited Magic Immunity. The living city can't be affected or detected by spells of 7th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Immovable. The living city 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 living city can hold and transport up to 12,000 Medium creatures or 3,000 Large creatures on each of its two floors. Creatures inside the living city have total cover against attacks and effects originating from outside it. A creature that is still inside a living city when it reaches 0 hit points takes 220 (40d10) bludgeoning damage as it is crushed underneath dozens of tons of rubble.

Siege Monster. The living city deals double damage against objects and structures.

Beneath The Titan. The living city can move through the spaces of Gargantuan or smaller hostile creatures, and it can ignore difficult terrain or other effects that impede movement.

ACTIONS

Multiattack. The living city makes five attacks: two with its stomp, two with its Windlance, and one with its Magic Cannon.

Stomp. Melee Weapon Attack: +24 to hit, reach 30 ft., one target. Hit: 75 (10d12 + 10) bludgeoning damage, and the target is restrained until the end of the walking castle's next turn.

Windlance. Ranged Weapon Attack: +24 to hit, range 240/560 ft., one target. Hit: 65 (10d10 + 10) piercing damage.

Magic Cannon. Ranged Weapon Attack: +24 to hit, range 600/2,400 ft., one target. Hit: 107 (15d12 + 10) force damage.

Repair. The living city regains 529 (10d100 + 24) hit points.


LEGENDARY ACTIONS

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 living city makes two stomp attacks or one Windlance attack.
Detect. The living city makes a Wisdom (Perception) check.
Magic Cannon. The living city uses its Magic Cannon.
Shrug Off. The living city ends one effect on itself that allows a saving throw at the end of its turn.
Angered Assault. The living city uses its Repair.

A living city is a massive fortified city that has been animated by powerful magic. It occupies a 1,200,000 foot by 1,200,000 foot area, stands 6,000 feet tall, and can transport a massive army wherever it goes. These titans of civilization weigh more than 60,000 tons. Entire empires tremble when a living city goes to war.


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