Walking Castle

The walking castle can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the...

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Walking Castle

Large construct, neutral

The walking castle can take 4 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 walking castle regains spent legendary actions at the start of its turn. Attack. The walking castle makes one warhammer, stomp, or trebuchet attack. Ballista Fire. The walking castle uses ballista fire. Detect. The walking castle makes a Wisdom ( Perception ) check. Shrug Off.

Armor Class 21 (natural armor)

Hit Points 1

Speed 80 ft.

STR
30 (+10)
DEX
7 (-2)
CON
30 (+10)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)

Saving Throws Str +20, Con +20

Skills Perception +10 Proficiency Bonus +10

Damage Vulnerabilities

Damage Resistances

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned

Senses passive Perception 10

Languages understands the languages of its creator but can't speak

Challenge 35 (0 XP)

No special abilities.

Actions

Slam. Melee Weapon Attack: +20 to hit, reach 30 ft.
Stomp. Melee Weapon Attack: +20 to hit, reach 30 ft.
Trebuchet. Ranged Weapon Attack: +8 to hit, range 600/2,400 ft.

Reactions

None.


⚠️ D&D Wiki Homebrew

This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki - Walking Castle (5e Creature)

This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.

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