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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 2020
[~<13]
+/-/*
Hit Points 150 (15d8+45)150 ([15d8+45])
[~1-6]
Speed 50 ft. Fly 50ft (only after falling to half health)50 ft. Fly 50ft (only after falling to half health)

STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
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 +2
Challenge 0 (10 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.

Fight and Flight. When the knight falls to less than half health wings of flame form on its back granting it a 50ft flight speed.

Mobile. You are exceptionally speedy and agile. You gain the following benefits:

  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Crystal Construction. Due to the knights construction consisting of crystal catalysts on each of its appendages and chest the creature can be weakened if they are destroyed. When any are destroyed, the souls trapped within are exposed and become visible.

If these are destroyed one of the following occurs:

  • Arms: reduce damage dealt by the greatsword and fire bolt attacks by 2 per arm.

  • Legs: reduce the speed of the creature by 10ft per leg.

  • Chest: reduce AC by 2.

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]Fight and Flight.[/b] When the knight falls to less than half health wings of flame form on its back granting it a 50ft flight speed.

[b]Mobile.[/b] You are exceptionally speedy and agile. You gain the following benefits:

[*]When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
[*]When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

[b]Crystal Construction.[/b] Due to the knights construction consisting of crystal catalysts on each of its appendages and chest the creature can be weakened if they are destroyed. When any are destroyed, the souls trapped within are exposed and become visible.

If these are destroyed one of the following occurs:

[*]Arms: reduce damage dealt by the greatsword and fire bolt attacks by 2 per arm.
[*]Legs: reduce the speed of the creature by 10ft per leg.
[*]Chest: reduce AC by 2.

[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 three greatsword attacks, or uses fire bolt twice.

Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 3 (1d6) fire damage.

Fire Bolt. Ranged Spell Attack: +7 to hit, reach 60 ft., one target. Hit: 10 (3d6) fire damage.

Flaming Slash. (Recharges on d6: 4-6) 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 60 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 5d8 fire damage, or half as much damage on a successful save.

Both sides of the wall deals 5d8 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 three greatsword attacks, or uses fire bolt twice.

[b]Greatsword.[/b] Melee Weapon Attack: [+10] to hit, reach 5 ft., one target. Hit: 13 ([2d6 + 6]) slashing damage plus 3 ([1d6]) fire damage.

[b]Fire Bolt.[/b] Ranged Spell Attack: [+7] to hit, reach 60 ft., one target. Hit: 10 ([3d6]) fire damage.

[b]Flaming Slash.[/b] (Recharges on [d6]: 4-6) 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 60 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 [5d8] fire damage, or half as much damage on a successful save.

Both sides of the wall deals [5d8] 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

The Delyanian Soul Knight can take 2 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 creature's turn. The Delyanian Soul Knight regains spent legendary actions at the start of his turn.

Attack. The Delyanian Soul Knight makes one greatsword, or fire bolt attack.
Dash. The Delyanian Soul Knight uses Dash.
The Delyanian Soul Knight can take 2 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 creature's turn. The Delyanian Soul Knight regains spent legendary actions at the start of his turn.

[b]Attack.[/b] The Delyanian Soul Knight makes one greatsword, or fire bolt attack.
[b]Dash.[/b] The Delyanian Soul Knight uses Dash.
 

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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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