Iron Herald

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Iron Herald

Huge construct, chaotic evil

Armor Class 24
Hit Points 399
Speed 50 ft.
STR
26
(+8)
DEX
14
(+2)
CON
24
(+7)
INT
11
(+0)
WIS
14
(+2)
CHA
14
(+2)
Saving Throws Str +14, Con +12, Cha +8
Skills Intimidation +8
Damage Resistances Fire
Damage Immunities B/S/P from non magic weapons, Poison, Psychic, Necrotic
Condition Immunities Prone, Exhaustion, Charmed, Paralyzed, Poisoned
Senses Darkvision 60ft
Languages Common, Draconic
Challenge 20 (25,000 XP)

Spikey Exterior. Any creature that makes a melee attack against the Herald must make a DC 18 Dex save or take 1d8 piercing damage

Steam Exhaust. The Heralds mechanical body exhumes puffs of steam all around it. Any creature within 5ft of the Herald will take 1d6 fire damage per turn inside

Bull Shift. When at 0 hit points, the Herald shifts into a full Bull form, only able to make melee and steam attacks

Conductor. The Heralds iron body allows it to channel lightning based attacks, allowing him to discharge it and power up his next Electric Prong attack

Actions

Multiattack (Giant Greatsword). The Herald can make two Swing attacks. Melee Weapon Attack: +12 to hit, reach 15ft. Hit: 2d12+10 slashing damage

Throwing Blade (Returning). Ranged Weapon Attack: +6 to hit, range 60ft. Hit: 1d10+8 slashing damage

Unarmed Strike. Melee Weapon Attack: +8 to hit, range 10ft. Hit: 1d8+8 bludgeoning damage and must make an opposed grapple save or take 2d8+8 piercing damage each turn grappled

Artillery Shout (Recharge 5-6). Ranged Weapon Attack: range 30ft cone, DC 21 Dex save. Hit: 3d12 piercing damage from bullet wounds

Buck (Bull form). Melee Weapon Attack: +8 to hit, range 5ft. Hit: 2d8+8 bludgeoning damage

Steam Huff (Bull form). Ranged Weapon Attack: range 30ft cone, DC 21 Dex save. Hit: 3d8 fire damage and is blinded until next turn

Electric Prong (Bonus action). Ranged Weapon Attack: +12 to hit, range 60ft. Hit: 1d6 piercing plus 3d10 lightning damage. As an action, the target can make a DC 18 Strength saving throw to remove a prong, taking 3d6 lightning damage on a fail. If they succeed, they take 2d6 lightning damage and remove the prong

Legendary Actions

Steam Cloud. The Herald let's off a bunch of excess steam in a 20ft radius. Any creature inside must make a DC 21 Dex save or take 2d6 fire damage and be blinded until next turn

Stomp. Any creature within 60ft must make a DC 21 Dex save or be knocked prone

Spiked Armor. Anyone withing 10ft must make a DC 21 Dex save or take 3d6 piercing damage from the now extended spikes

Bull in a China Shop (Bull form, Recharge 6). The Herald will go into a blind rage and start bucking wildly in a 30ft radius. Any creature inside must make a DC 21 Dex save or take 3d12+8 bludgeoning damage

Legendary Resistance (3/day). If The Herald fails a saving throw, he can choose to succeed instead

Rage (Recharge 6, both forms). The Herald goes into a furious rage, it's body glowing with intense heat, lasting for 1d4 rounds. The Herald takes half damage in its rage state Along with the usual damage it deals, it'll also deal 1d8 fire damage to anyone it melee attacks and anyone who melee attacks it