The Samari

The Samari is a construct created by the Mad Tyrant. He is an an extremely fast sword wielder that has four arms and a sword in each.


Samari

Medium Construct, unaligned


  • Armor Class 15
  • Hit Points 101(1d4 + 5)
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3)14 (+2) 10 (+0) 10 (-+0) 10 (+0)

  • Condition Immunities Blinded, Deafened, Poisioned
  • Senses passive Perception 10
  • Languages Any From Before
  • Challenge 4
  • Parry. The Samari adds 3 to its AC against one
  • melee attack that would hit it. To do so, the
  • Samari must see the attacker and be wielding a
  • melee weapon.

    Actions

    Multiattack. The Samari makes four longsword attacks.

Longsword. Melee Weapon Attack: +5 to hit,

  • reach 5ft., one target. Hit 8 (1d8 + 3)
    
    

The Executioner

The Executioner the most brutal construct created by the Mad Tyrant. His main goal is to decapitate all of his enemies.


The Executioner

Large Construct, unaligned


  • Armor Class 14
  • Hit Points 102 (1d4 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 10 (+0) 10 (+0) 10 (+0)

  • Condition Immunities Blinded, Deafened, Poisoined
  • Senses passive Perception 10
  • Languages All From Before
  • Challenge 4
  • Execution. Whenever the executioner would knock
  • a player concious, he does so but also forces one
  • failed death saving throw.

Clean Cut. Whenever the executioner hits a target, the target must succeed on a consitution saving throw (DC 10). On a failed save, the target must roll on the injury table. On a critical hit, the saving throw is made with disadvantage.

Actions

Spinning Blades. Melee Weapon Attack: +5 to hit, reach 10ft., everyone within 10 ft. Hit 15 (2d10 + 3)



The Blaster

The Blaster is a ranged constuct created by the Mad Tyrant. He uses his electrical powers to shock his enemies and do damage in a large area.


Blaster

Medium Construct, unaligned


  • Armor Class 14
  • Hit Points 80(1d4 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 10 (+0)

  • Condition Immunities Blinded, Deafened, Poisioned
  • Senses passive Perception 12
  • Languages Any From Before
  • Challenge 4

Actions

Multiattack. The Blaster makes two Zapcannon attacks.

Zapcannon. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit 10 (1d12 + 4)

Charged Zapcannon. The Blaster has the option to give up his movement in order to charge his Zapcannon. If the Blaster does not move on his turn, his Zapcannon deals an additional 4 (d6) damage on each attack.

Shock Launcher (Recharge 5-6). The Blaster shoots his shock launcher at a point in range (120 feet). Anyone within 20 feet of the point chosen must make a DC 14 Dexterity saving throw, taking 18 (6d6) lightning damage on a failed save, or half as much damage on a successful one.


The Juggernaut

The Juggernaut is an extremely tanky constuct created by the Mad Tyrant. He is very good at soaking damage and protecting other constucts nearby.


Juggernaut

Large Constuct, unaligned


  • Armor Class 16
  • Hit Points 130(1d4 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (-3) 8 (-3) 18 (-4) 10 (+0) 10 (+0) 10 (+0)

  • Condition Immunities Blinded, Deafened, Poisioned
  • Senses passive Perception 10
  • Languages Any From Before
  • Challenge 4

Sturdy. The Juggernaut is immune to knockbacks and effects that would cause him to become prone.

Charge. If the Juggernaut moves at least 10 feet straight toward a target and then hits it with an attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Protection. When a creature the Juggernaut can see attacks a target that is within 5 feet of him, he can use his reaction to impose disadvantage on the attack roll.

Actions

Greatsaxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 17 (2d12 + 4)