Juggernaut Mechanical Trap Jaw Ant (5e Creature)

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Juggernaut Mechanical Trap Jaw Ant[edit]

Huge construct, any alignment


Armor Class 22
Hit Points 495 (30d12 + 300)
Speed 40 ft.


STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 14 (+2) 18 (+4) 12 (+1)

Saving Throws Str +19, Dex +11, Con +19, Wis +13
Skills Athletics +19, Intimidation +10
Damage Resistances Bludgeoning, slashing, piercing, from non magical attacks
Damage Immunities Poison, psychic, thunder.
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
Senses blindsight 60 ft. ft., darkvision 120 ft. ft., passive Perception 14
Languages
Challenge 30 (155,000 XP)


Reinforced Exoskeleton. The ant has advantage on saving throws against being grappled or restrained.

Immutable Form. The Giant Mechanical Trap-Jaw Ant is immune to any effect that would alter its form, such as Polymorph or petrafection.

Weaponized Limbs. The Juggernaut Mechanical Trap-Jaw Ant’s legs are enhanced with powerful hydraulic systems, allowing it to slam, leap, and charge with great force. It has advantage on Athletics checks made to grapple or shove creatures. It can use its legs to create devastating physical attacks, such as Leg Slam and other mobility-based maneuvers.

Siege Engine The Juggernaut Mechanical Trap-Jaw Ant is a siege breaker by design. It deals double damage to objects and structures, and it can make attack rolls against fortifications and structures with advantage.

Tremor Sense The Juggernaut Mechanical Trap-Jaw Ant senses vibrations in the ground. It can detect creatures and objects that are in contact with the ground within 120 feet of it, even if they are hidden or invisible, as long as they are not immune to being sensed in this way.

ACTIONS

Multiattack Multiattack. The Juggernaut Mechanical Trap-Jaw Ant makes three attacks: two with Leg Slam and one with Trap Deployment, or it can use Molten Scorch.

Leg Slam: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 39 (4d10 + 10) bludgeoning damage. Each creature within 30 feet of the ant must make a DC 22 Dexterity saving throw or take 20 (6d6) bludgeoning damage and be knocked prone.


Vibration Pulse.(Recharge 5-6) The Juggernaut Mechanical Trap-Jaw Ant sends a pulse through the ground, causing the area to vibrate violently. All creatures in a 100-foot radius of the ant must succeed on a DC 22 Dexterity saving throw or take 30 (8d6) bludgeoning damage and be knocked prone until the end of the target’s next turn.


Trap Deployment (Recharge 6). The Juggernaut Mechanical Trap-Jaw Ant deploys a set of mechanical traps in a 100-foot radius that last for 5 turns. This area becomes difficult terrain. Any creature that moves through this area must succeed on a DC 22 Dexterity saving throw or take 15 (6d6) piercing damage and become stuck until it escapes with a DC 22 Strength or Dexterity check as an action.


Molten Scorch (recharge 6): The Juggernaut Mechanical Trap-Jaw Ant stomps the ground, causing its enhanced legs to superheat the earth beneath it. A 40-foot radius around it becomes a molten pit of fire and lava for 3 turns. The molten ground creates the following effects:

Fire Damage. Any creature that enters or starts its turn in the molten area must make a DC 22 Dexterity saving throw or take 12d6 fire damage. On a successful save, the creature takes half damage.

Difficult Terrain. The molten area becomes difficult terrain. Moving through it costs an extra 10 feet of movement.

Environmental Hazard. The molten path may cause the ground to crack and become unstable. Any creature that ends its turn in the area must make a DC 18 Dexterity saving throw or fall prone as the ground shifts and cracks beneath them. The molten area lasts for 3 turns.

REACTIONS

Unyielding Stomp. When the Juggernaut Mechanical Trap-Jaw Ant is hit by a melee attack, it can use its reaction to slam its legs into the ground, creating a shockwave. Each creature within 15 feet of the ant must succeed on a DC 22 str saving throw or take 20 (6d6) bludgeoning damage and be knocked prone.

Intervening Shockwave. When a creature the Juggernaut Mechanical Trap-Jaw Ant can see within 60 feet of it is hit by an attack, it can use its reaction to create a shockwave, imposing disadvantage on the attack roll. The attacker must succeed on a DC 22 Constitution saving throw or be stunned until the end of its next turn.

These constructs are only seen alone and are also usually only seen guarding random stuff Though there are rumors that say one time there were more than four of these things in the same place. no one knows why but any attempt to interact with them seems completely useless.

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