Ironclad Executioner (5e Creature)

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Ironclad Executioner[edit]

Huge construct, neutral


Armor Class 14 (natural armor)
Hit Points 136 (13d12 + 52)
Speed 25 ft.


STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 18 (+4) 5 (-3) 10 (+0) 6 (-2)

Proficiency Bonus +3
Damage Vulnerabilities lightning
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, restrained
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 10
Languages
Challenge 6 (2,300 XP)


Damage Spike Immunity. The ironclad is immune to any damage it would take from spells and effects like fire shield or hitting a balor's Fire Aura.

Stun Vulnerability. The ironclad has disadvantage on saving throws made against being stunned.

Water Vulnerability. The ironclad takes double damage from water based attacks, such as tidal wave or maelstrom.

ACTIONS

Multiattack. The ironclad makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be pushed 10 feet away from the ironclad.

Sword. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) slashing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.

Special Attack (Recharge 5-6). The ironclad uses one of the following special attacks:

Arm Cannon. The ironclad launches a blast of energy at a point it can see within 30 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 14 (4d6) force damage on a failed save, or half as much damage on a successful one.
Incinerator. The ironclad expels intense flames in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Seismic Impact. The ironclad slams the ground, causing an upheaval in the earth at a point on the ground it can see within 30 feet of it. Each creature in a 15-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one.
The effect's area then becomes difficult terrain until the end of the ironclad's next turn.


LEGENDARY ACTIONS

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

Move. The ironclad moves up to half its speed.
Ballistic Kick (Costs 3 Actions). The ironclad sends its legs rocketing forward in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 10 (3d6) bludgeoning damage and is pushed 10 feet away from the ironclad. On a successful save, a creature takes half as much damage and isn't pushed.

IronGiant_Family.png

Ironclad executioners are constructs of metal and fire. They are comprised of two legs, two arms, two shoulders and a torso with a diminutive, double-horned head nestled on top. Its body is a dull silver and onyx and various sigils, of unknown origin, are etched into it in a uniform fashion. Most predominately, a large one on its chest. Its structure moves loosely but freely, in a vaguely humanoid form, with a singular floating orange ring connecting each body part. Fire erupts upward out of the gaps the rings occupy and out of the top of its head, continuously. The hands and feet are crude, three-pronged claws. The right claw usually carries a large, blunt instrument, a wide greatsword or great club, with the same coloration as its body.

Tactics. Ironclad executioners tend to lie dormant in scrap heaps until they detect movement. Although they are slow, they chase relentlessly. Even if they pursue their quarry to an empty hollow into which they cannot reach, they will simply stand at the opening until they can no longer detect movement. If their target manages to evade detection or is slain, the ironclad executioner slowly returns to its resting place unless another humanoid crosses its path. Despite its low intelligence, it appears to have an analytical fighting style, choosing attacks that maximize the number of combatants that it can hit (although, it seems to disregard creatures struck by its Ballistic Kick action or sometimes its Arm Cannon action). After the defeat of its body, its head can sometimes switch into a state of hibernation and attempt to play dead or immediately rocket out of the torso and back to its haunt to attempt to forge a new body. The body cannot function without its head. Should the head of the ironclad executioner be cornered or found out as it attempts to play dead, it will usually choose to become aggressive. (see Observer Unit below)

Lore. Ironclad executioners are otherworldly constructs from a ruined dimension where ragtag bands of refugees stranded in the harsh borderlands struggle for their survival against ungodly fiends and the wrath of the land itself, the land of Abyssea. These constructs tend to lie close to the burning wreckage of airships or large armoured vehicles. The keen observer would note that over the course of a week or two, the Observer Unit (head) of this creature can be seen amongst the scrap, carefully twisting together metal limbs and fashioning a chassis for itself with some kind of telekinetic force. While, at first, refugees took the inhospitable environment and lack of fauna as a sign of safe travels through the site of a downed airship, it was these wretched automatons that met the hapless survivors. Although no one knows their true origin, one popular theory suggests that a well-meaning but misguided puppetmaster or artificer, intending to turn the loss of the airship fleet into an asset, created these self-perpetuating weapons.

Constructed Nature. An ironclad executioner doesn't require air, food, drink, or sleep.

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