JNAProductions
2020-06-21, 08:34 PM
Atamathon, The Ancient Golem
Gargantuan Construct, Neutral
Armor Class 26 (Impervious Construction)
Hit Points 1,230 (60d20+600)
Speed 60'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
30 (+10)
14 (+2)
30 (+10)
10 (0)
14 (+2)
10 (0)
Saving Throws Intelligence +9, Wisdom +11, Charisma +9
Skills Athletics +28, Perception +20
Damage Resistances Acid, Cold, Fire, Force, Radiant, Thunder
Damage Immunities Bludgeoning, Piercing, and Slashing from weapons that are neither magical nor adamantine, Poison
Condition Immunities Charmed, Deafened, Frightened, Petrified, Poisoned
Senses Truesight 10', Tremorsense 120', Passive Perception 30
Languages Old Common
Challenge Real High
Reflective Damage Threshold 15
If an attack would do less than 15 points of damage to Atamathon, it instead deals no damage to Atamathon and full damage to the attacker.
Immutable Form
Atamathon's form cannot be altered or replicated while it is live.
Magical Attacks
All Atamathon's attacks are magical.
Towering
Atamathon ignores difficult terrain, unless it is truly massive enough to affect him.
Mythical Resilience
Should Atamathon fail a save, it can sacrifice HP to improve its roll. Each point of improvement costs 3 HP per spell level. (So, for instance, if targeted by Hold Monster at 5th level, if Atamathon failed by 3 points, it could spend 45 HP to pass instead.)
Actions
Slam Melee Weapon Attack:
+19 to-hit, reach 30', one target. Hit: 4d12+10 bludgeoning damage.
Sweep Melee Weapon Attack:
All targets in a 30' cone, Dexterity save DC 27. Failed Save: 2d12+10 bludgeoning damage.
Irresistible Sun Recharge 4-6
Atamathon gains the mass and power of a vast sun, pulling all and damaging them intensely. Any creature within 120' must make a DC 17 Strength save, or be pulled 30' closer to Atamathon. If they are within 60', make the save with disadvantage.
Then, any target within 120' must make a Constitution save, taking 10d10 damage on a failed save, and half on a success. This damage is treated as being bludgeoning, radiant, and fire. The save is made with disadvantage if they are within 60', and the damage increases to 15d10 if they are within 30'.
Extra Attack V
Atamathon makes six attacks, divided between Slams and Sweeps.
Bonus Actions
Arcane Pull
All creatures within 60' must make a DC 17 Strength save or be pulled 30' closer and take 4d6 bludgeoning damage.
Giant Leap
Atamathon leaps 120'.
Reactions
Eye Beam
When targeted for an attack from within 300', Atamathon may use its reaction to fire eye beams at the attacker. The attack has +11 to-hit and deals 5d8 cold, fire, or lightning damage, Atamathon's choice.
No Sell
Atamathon gains advantage on a save. Should he pass this save, he completely ignores all ill effects that might normally occur on a passed save.
Legendary Actions
Atamathon can take five 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. Atamathon regains spent legendary actions at the start of their turn.
Giant Leap. Atamathon uses Giant Leap
Regain Reaction (Costs 2 Actions). Atamathon regains its reaction.
Attack (Costs 3 Actions). Atamathon makes a Slam or Sweep attack.
I feel it's a little bland. Anyone got advice to spice it up?
Gargantuan Construct, Neutral
Armor Class 26 (Impervious Construction)
Hit Points 1,230 (60d20+600)
Speed 60'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
30 (+10)
14 (+2)
30 (+10)
10 (0)
14 (+2)
10 (0)
Saving Throws Intelligence +9, Wisdom +11, Charisma +9
Skills Athletics +28, Perception +20
Damage Resistances Acid, Cold, Fire, Force, Radiant, Thunder
Damage Immunities Bludgeoning, Piercing, and Slashing from weapons that are neither magical nor adamantine, Poison
Condition Immunities Charmed, Deafened, Frightened, Petrified, Poisoned
Senses Truesight 10', Tremorsense 120', Passive Perception 30
Languages Old Common
Challenge Real High
Reflective Damage Threshold 15
If an attack would do less than 15 points of damage to Atamathon, it instead deals no damage to Atamathon and full damage to the attacker.
Immutable Form
Atamathon's form cannot be altered or replicated while it is live.
Magical Attacks
All Atamathon's attacks are magical.
Towering
Atamathon ignores difficult terrain, unless it is truly massive enough to affect him.
Mythical Resilience
Should Atamathon fail a save, it can sacrifice HP to improve its roll. Each point of improvement costs 3 HP per spell level. (So, for instance, if targeted by Hold Monster at 5th level, if Atamathon failed by 3 points, it could spend 45 HP to pass instead.)
Actions
Slam Melee Weapon Attack:
+19 to-hit, reach 30', one target. Hit: 4d12+10 bludgeoning damage.
Sweep Melee Weapon Attack:
All targets in a 30' cone, Dexterity save DC 27. Failed Save: 2d12+10 bludgeoning damage.
Irresistible Sun Recharge 4-6
Atamathon gains the mass and power of a vast sun, pulling all and damaging them intensely. Any creature within 120' must make a DC 17 Strength save, or be pulled 30' closer to Atamathon. If they are within 60', make the save with disadvantage.
Then, any target within 120' must make a Constitution save, taking 10d10 damage on a failed save, and half on a success. This damage is treated as being bludgeoning, radiant, and fire. The save is made with disadvantage if they are within 60', and the damage increases to 15d10 if they are within 30'.
Extra Attack V
Atamathon makes six attacks, divided between Slams and Sweeps.
Bonus Actions
Arcane Pull
All creatures within 60' must make a DC 17 Strength save or be pulled 30' closer and take 4d6 bludgeoning damage.
Giant Leap
Atamathon leaps 120'.
Reactions
Eye Beam
When targeted for an attack from within 300', Atamathon may use its reaction to fire eye beams at the attacker. The attack has +11 to-hit and deals 5d8 cold, fire, or lightning damage, Atamathon's choice.
No Sell
Atamathon gains advantage on a save. Should he pass this save, he completely ignores all ill effects that might normally occur on a passed save.
Legendary Actions
Atamathon can take five 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. Atamathon regains spent legendary actions at the start of their turn.
Giant Leap. Atamathon uses Giant Leap
Regain Reaction (Costs 2 Actions). Atamathon regains its reaction.
Attack (Costs 3 Actions). Atamathon makes a Slam or Sweep attack.
I feel it's a little bland. Anyone got advice to spice it up?