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Mecha Blastoise CR: 12 (8,400xp)

Huge construct, chaotic evil
Armor Class: 21
Hit Points: 150hp (14d12+56) 14d12+56
Speed: 0 ft

STR

22 +6

DEX

8 -1

CON

18 +4

INT

12 +1

WIS

16 +3

CHA

7 -2

Saving Throws: Str +10, Wis +7
Skills: Athletics +10, Perception +11
Damage Resistances: Fire, Force, Radiant, Necrotic, and Weapon damage
Damage Immunities: Lightning
Condition Immunities: Charmed, Exhausted, Paralyzed, Poisoned, Unconscious
Senses: Passive Perception 21
Languages: Common
Challenge Rating: 12 (8,400xp)

  • Second Turn: Second turn at +\-10 Initiate count
  • Spotlight: Ignore Darkness and Darkness effects within 30ft of the Grater
  • Magnetic Design: Ranged attacks against creatures within 5ft are at disadvantage. Grappled creatures within 5ft are also restrained(Escape DC 18)
  • Grated Body: Grappled creatures take 3d6 slashing damage at the start of their turn.
  • Magic Resistance: Advantage on magic saves
  • Magic Refraction: Failed Magics are redirected towards a random other single target.

Actions

Multiattack: 2 attacks

  • Knife Hand: +10 to hit, 10ft reach, 25(3d12+6) slashing
  • Grappling Hook: +13 to hit, 120ft range, 19(3d6+9) Piercing. DC 18 str save vs grapple and 30ft pull.
  • Discharge(5 charges): All targets within 60ft take 8d10 Lightning damage and gain 1d4 levels of exhaustion. DC 18 Con save for half damage and no other effect.
Bonus action
  • Grater Attack(1 charge): All restrained creatures take 3d6 slashing and 3d6 lightning damage
  • Disruption(2 charges): End one restraining effect on itself

Legendary Actions

1/player

  • Tazer Line(2 charge): 10ft wide, 60ft long, 28(8d6 lightning), DC 13 dex save for half
  • Reel In(1 charge): All grappled creatures are pulled in 30ft

Lair Actions

Battery Charge:

  • Starts with 5 charge
  • Gains 3 charge on its turn
  • At 10 or more charge, use action for Discharge.


Created by

Pencyke.

Statblock Type

Monster

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