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Darkmetal Trampler CR: 7

Huge construct, lawful neutral
Armor Class: 17 (Natural Armor)
Hit Points: 95 (10d12+30)
Speed: 50 ft

STR

22 +6

DEX

9 -1

CON

17 +3

INT

2 -4

WIS

16 +3

CHA

5 -3

Damage Resistances: Cold, Fire, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Passive Perception 13
Challenge Rating: 7

Component: Annihilation Ray. The darkmetal trampler's annihilation ray can be targeted by melee or ranged attacks (AC 20, 25 hit points, same resistances and immunities as the main creature). This component can be spotted with a Search action and a successful DC 11 Wisdom (Perception) check. If the annihilation ray is reduced to 0 hit points, the darkmetal trampler cannot use its annihilation ray, and there is a 50% chance the weapon is destroyed, and a 50% chance it will break off the creature. If the annihilation ray breaks off, another creature can pick it up and use it as a ranged weapon. The weapon has the same damage and range as the darkmetal trampler's attack, and it has the heavy and two-handed properties. A broken annihilation ray has ammo for 1d4+1 attacks, and cannot be reloaded.   Immutable Form. The darkmetal trampler is immune to any spell or effect that would alter its form.   Magic Weapons. The darkmetal trampler's weapon attacks are magical.   Trampling Charge. If the darkmetal trampler moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the darkmetal trampler can make one stomp attack against it as a bonus action.

Actions

Annihilation Ray. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one target. Hit: 30 (6d8+3) necrotic damage.   Earth Shatter (Recharge 6). Each creature within 5 feet of the darkmetal trampler must make a DC 14 Dexterity saving throw, taking 33 (6d10) force damage on a failed save, and half as much on a success. A creature that fails its saving throw is also stunned for 1d4 rounds.   Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.   Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.


Created by

FranofFunnyFun.

Statblock Type

Monster

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