These horrible creations were built to suppress populations and terrify the survivors. Wrought of iron and dark magic, they roam the land and abduct its people, imprisoning them until they die of starvation and exposure, and then reanimating them as zombies.
These constructs are surrounded by the anguished cries of those inside, and the tortured squealing of iron, make it all but impossible for them to move quietly. Hooks:
TERROR CONSTRUCT Gargantuan construct, neutral evil Armour Class 18 (natural armour) Hit Points 324 (24d20 + 72) Speed 30ft. Str 22 (+6); Dex 6 (-2); Con 17 (+3); Int 3 (-4); Wis 8 (-1); Cha 1 (-5) Proficiency bonus +5 Skills Stealth -12 Damage Resistances necrotic, thunder Damage Immunities poison, psychic; bludgeoning piercing, and slashing damage from attacks not made with silvered weapons Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, stunned, unconscious Senses Blindsight 120ft. (blind beyond this range), passive Perception 9 Languages - Challenge 14 (11,500 XP) Cries of Anguish. A terror construct has a -10 penalty to Dexterity (Stealth) checks, and any Constitution saving throws made to retain Concentration within 100 feet have disadvantage. Immutable Form. A terror construct is immune to any spell or effect that would alter its form. Imprison. The body of a terror construct can hold up to 100 Medium-size humanoids in cramped and filthy conditions. A creature that ends its turn grappled by a terror construct becomes paralyzed unless they are released, although they can still speak. If an inhabitant is reduced to 0 hit points while within the terror construct, it is transformed into a Zombie. If the terror construct is destroyed, all of its inhabitants are released, including any zombies (most will contains at least 3d6 Zombies, if you don't want to keep track), and their paralysis ends immediately. Creature imprisoned within the terror construct cannot be damaged by attacks from outside the terror construct. Magic Resistance. A terror construct has advantage on saving throws against spells and other magical effects. Magic Weapons. A terror construct's weapon attacks and trample are magical. ACTIONS Multiattack. The terror construct makes two slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage and the target becomes grappled (escape DC 19). The terror construct can choose to deal 0 damage when it it hits, only grappling an opponent. LEGENDARY ACTIONS The terror construct can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The terror construct regains spent legendary actions at the start of its turn. Early Release. The terror construct releases three Zombies in, or adjacent to, its space. Foul Repair. The terror construct deals 27 (5d10) necrotic damage to one paralyzed creature imprisoned within it, and regains 10 hit points. Howls of the Damned. Creatures within 50 feet of the terror construct must succeed on a DC 16 Constitution saving throw or take 16 (3d10) thunder damage and become Deafened until the end of their next turn. This howl can be heard for approximately 3 miles. Trample. Creatures within 5ft. of the terror construct must succeed on a DC 11 Dexterity saving throw or take 15 (2d8 + 6) bludgeoning damage. Updated from the earlier version of Terror Constructs, published on 25 May 2019. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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