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WARSWORNS

More conversions for the Iron God Adventure PathDivinity Drive.  Untested as my players bypassed this monster.  I am not a big fan of undead generally but this one reminds me of the corpse crab from Eberron that wanders around battlefields and places corpses on its back.

WARSWORNSUntitled.png
Gargantuan undead, neutral evil

Armour Class 10
Hit Points 350 (21d20+147)
Speed 40 ft.

STR 30 (+10)      DEX 11 (+0)       CON 24 (+7)
INT   1 (-5)        WIS   8 (-2)       CHA   1 (-5)

Immunities acid, lightning, bludgeoning and piercing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

Damage Resistance bludgeoning, piercing and slashing from non-magical weapons

Senses blindsight 60ft. (blind beyond this radius), passive Perception 8

Languages

Challenge 17 (18,000 XP)

Absorb Dying Creature. A warsworn can consume any dying creature by moving into the same space. This immediately kills the creature, absorbs the corpse into the warsworn, and heals the warsworn by an amount equal to the creature’s Constitution score. Absorbed corpses can’t be resurrected by any effect short of a miracle or wish until the warsworn that consumed them is destroyed.

Gruesome Weapons. The warsworn has an honour guard of bloodied, pitted and otherwise used weapons of war that it animates. It always has enough weapons to target one per creature. Damage type depends on the animated weapon. A character can spend its turn trying to destroy the weapon by making an attempt to sunder the weapon. The creature does this by expending an attack action and trying to hit AC 20 with disadvantage. If the attacker successfully hits the animated weapon it is assumed to be destroyed.   A new weapon will take its place at the start of the warsworns following turn.

ACTIONS          
Multiattack. The warsworn makes one slam attack, one scrap ball attack and a number of gruesome weapon attacks per turn as outlined in above. It may also use telekinetic thrust whenever it is available.

Gruesome Weapons. Melee Weapon Attack: +16 to hit, reach 5 ft., one target.
Hit: 12 (4d6) bludgeoning, piercing or slashing damage.

Slam. Natural Weapon Attack: +16 to hit, reach 20 ft., one target.
Hit: 22 (4d6 + 10) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A creature slain in this way automatically suffers an absorb the dying attack.

Scrap Ball. Range Natural Weapon Attack: +6 to hit, range 60 ft., one target
Hit: 18 (4d8) bludgeoning damage and the creature must make a DC 19 Strength or Dexterity check or be knocked prone.

Telekinetic Thrust (natural 18+). The warsworn tries to violently shove a Huge or smaller creature. The creature must make a DC 19 Strength check. If the creature fails the ability check it is hurled back (or up) 30 feet and takes 18 (4d8) bludgeoning damage and knocked prone.

DESCRIPTION                    
An enormous animate mass comprised of dozens of armed and armoured corpses undulates forth, like a living siege tower of steel-girded flesh. Where this mangled army of broken blades and rent flesh passes, the ground is torn and soaked in blood.

 

Posted in Dungeons & Dragons

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