Sei sulla pagina 1di 4

Robot annhilator

+5

gargantuan construct, n

16
340
50ft, 30ft climbing, booster jets
26 (+9)

15 (+2)

10 (+0)

14 (+2)

13 (+1)

Head: controlla sensi e teleport objects nell'area


del controller, integrated chain guns (int or wis del
controller)

1 (-5)

+5 prof to str and dex


athletics +14, perception +10,
cold, construct traits
as controller

Chest: attivazione del campo di forza( assorbe 80 danni, ricarica


in tre rounds o subito se rolla 1 su un 1d6); attiva combined
arms (1 full round actions per attaccare con melee e ranged
weapons simultaneamente; dex and str del controller)
Arms: attiva climbing e dirige gli attacchi in melee ( str del
controller, pu farlo muovere alla velocit desiderata

18

Melee 2 claws +14 (2d6+12, 19-20)


Ranged 2 +12 integrated chain guns (8d6/x4)

Tail: attiva lancia al plasma 1 volta ogni tre round (1 su un d6 per


ricarica immediata) che infligge 16d6 plasma damage in cono di
40 metri di raggio (il tiro salvezza int or wis based) attiva
booster jets 1 volta ogni 4 round (1 su 1d8 per ricarica
immediata)

Weaknesses: vulnerable to critical hits (roll con


15 or staggered 1 round), doppio danno contro
elettricit (ma assorbe 30 via force fields se
attivato), assorbe primi 30 danni da fuoco

Zachariel, empyrean

+12

m, planar, lg

infonde le sue armi con holy e


merciful qualities; non pu essere
chiamato ne bandito, la luce brillante della sua
essenza anatema verso tutti gli evil

387
30ft, 120 ft flying
26 (+6)

24 (+7)

20 (+5)

20 (+5)

20 (+5)

19 (+4)

+6 prof to str, dex, int, wis


perception +20, athletics +16
acid, cold, petrification
20

melee 3: +16 halberd (2d8+16, 19-20 crit)


clerical spells 20(th level): gate, mass heal, mass
charm monster, dispel magic, overhelming
presence, power word stun, spell immunity,
holy word, divine power, righteous might, silenc

Gythyanki fleet 1
size, type, alignment

16
200
120ft, 90 degrees rotation
16 (+3)

16 (+3)

12 (+1)

14 (+2)

12 (+1)

12 (+1)

10 (+0)

10 (+0)

+3 prof (dex and int)


perception +6

low light vision, astral vision

Ballista 2d10 x2 ,range 400


Plasma lance 5d10, range 200
teleportation circle
Crew 40

PC Name
size, type, alignment

10 (+0)

10 (+0)

10 (+0)

10 (+0)

Boss Name
size, type, alignment

10 (+0)

10 (+0)

10 (+0)

10 (+0)

10 (+0)

10 (+0)

10 (+0)

10 (+0)

10 (+0)

PC Name
size, type, alignment

10 (+0)

10 (+0)

10 (+0)

Ancient Blue Dragon

Tail. Melee Weapon Attack: +16 to hit,


each 20 ft., one target. Hit: 18 (2d8
9) bludgeoning damage.

Gargantuan dragon, lawful evil

22 (natural armor)
481 (26d20 + 208)
40 ft., burrow 40 ft., fly 80 ft.
29 (+9)

10 (+0)

27 (+8)

18 (+4)

17 (+3)

21 (+5)

Frightful Presence. Each creature of the dragons


choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 20 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the effect on
itself on a success. If a creatures saving throw is successful or
the effect ends for it, the creature is immune to the dragons
Frightful Presence for the next 24 hours.

Dex +7, Con +15, Wis +10, Cha +12


Perception +17, Stealth +7
Lightning Breath (Recharge 56). The dragon exhales lightning
in a 120-foot line that is 10 feet wide. Each creature in that line
lightning
blindsight 60 ft., darkvision 120 ft., passive Perception 27must make a DC 23 Dexterity saving throw, taking 88 (16d10)
lightning damage on a failed save, or half as much damage on a
Common, Draconic
successful one
23 (50,000 XP)
Legendary Resistance (3/Day).
If the dragon fails a saving throw, it can choose to succeed
instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It


then makes three attacks: 1 with its bite and 2 with its
claws.
Bite. Melee Weapon
Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 +
9) piercing damage plus 11 (2d10) lightning damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one
target. Hit: 16 (2d6 + 9) slashing damage.

PC Name
size, type, alignment

10 (+0)

10 (+0)

10 (+0)

10 (+0)

10 (+0)

10 (+0)

Legendary Actions
The dragon 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 creatures turn. The
dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
creature within 15 feet of the dragon must succeed on a DC 24
Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage
and be knocked prone. The dragon can then fly up to half its
flying speed.

Potrebbero piacerti anche