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This is homebrew, submitted by a member of the community.

Damaged Delyanian Soul Knight (Greatsword)

Damaged Delyanian Soul Knight (Greatsword)

Large Construct, UnalignedLarge Construct, Unaligned
Armor Class 1818
[~<13]
+/-/*
Hit Points 60 (7d8+20)60 ([7d8+20])
[~1-6]
Speed 0 ft. Fly 30ft0 ft. Fly 30ft

STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
16 (+3)
WIS
12 (+1)
CHA
8 (-1)

Token URL:
Saving Throws - -
Skills - -
Damage Vulnerabilities Necrotic
Damage Resistances Cold, Lightning
Damage Immunities Fire, Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Gear
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 6Blindsight 60 ft. (blind beyond this radius), Passive Perception 6
Languages NoneNone
PB +3
Challenge 6 (2,300 XP)

[+instructions]

Constructed Nature. An animated object doesn't require air, food, drink, or sleep.

The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Crystal Construction. This knight is already damaged leading to a reduction in damage and AC. It only has a single partially working arm and leg remaining and hovers using a single flaming wing.

Legendary Resistance (1/Day). If the knight fails a saving throw, he
can choose to succeed instead .

[b]Constructed Nature.[/b] An animated object doesn't require air, food, drink, or sleep.

The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.

[b]False Appearance.[/b] While the armor remains motionless, it is indistinguishable from a normal suit of armor.

[b]Crystal Construction.[/b] This knight is already damaged leading to a reduction in damage and AC. It only has a single partially working arm and leg remaining and hovers using a single flaming wing.

[b]Legendary Resistance (1/Day).[/b] If the knight fails a saving throw, he
can choose to succeed instead .

Actions

[~Hit +2, DC <13, DPR 0-1]

Multiattack. The armor makes two greatsword attacks, or uses fire bolt once.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 4) slashing damage plus 3 (1d6) fire damage.

Fire Bolt. Ranged Spell Attack: +5 to hit, reach 60 ft., one target. Hit: 10 (3d4) fire damage.

Flaming Slash. (1 per long rest) Ranged Spell Attack: The creature raises it's greatsword before slamming in down into the ground. It creates a wall of fire on a solid surface within range. You can make the wall up to 30 feet long, 20 feet high, and 1 foot thick. The wall is opaque and lasts until the start of the creatures next turn.

When the wall appears, each creature within its area must make a Dexterity saving throw (DC 16). On a failed save, a creature takes 4d8 fire damage, or half as much damage on a successful save.

Both sides of the wall deals 4d8 fire damage to each creature that ends its turn within 5 feet of the sides or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.

[b]Multiattack.[/b] The armor makes two greatsword attacks, or uses fire bolt once.

[b]Greatsword.[/b] Melee Weapon Attack: [+8] to hit, reach 5 ft., one target. Hit: 13 ([2d6 + 4]) slashing damage plus 3 ([1d6]) fire damage.

[b]Fire Bolt.[/b] Ranged Spell Attack: [+5] to hit, reach 60 ft., one target. Hit: 10 ([3d4]) fire damage.

[b]Flaming Slash.[/b] (1 per long rest) Ranged Spell Attack: The creature raises it's greatsword before slamming in down into the ground. It creates a wall of fire on a solid surface within range. You can make the wall up to 30 feet long, 20 feet high, and 1 foot thick. The wall is opaque and lasts until the start of the creatures next turn.

When the wall appears, each creature within its area must make a Dexterity saving throw (DC 16). On a failed save, a creature takes [4d8] fire damage, or half as much damage on a successful save.

Both sides of the wall deals [4d8] fire damage to each creature that ends its turn within 5 feet of the sides or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.

Legendary Actions

 

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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10
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