Klaxon Thresher in Dromaria | World Anvil

Klaxon Thresher


  Klaxon Thresher Roll Initiative
Large Construct, Unaligned
Armor Class 17 (Natural Armor)
Hit Points 185 (18d10 + 90)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
22
(+6)
10
(-)
20
(+5)
6
(-2)
10
(-)
7
(-2)

Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 10
Languages understands all languages but can’t speak
Proficiency Bonus +5 Challenge 14
Forceful Discharge. If the Klaxon Thresher takes force or lightning damage, at the start of its next turn it releases the energy within a 10 ft. radius. Creatures in the area must make a DC 18 Dexterity saving throw, taking 3d10 force damage on a failed save, or half as much damage on a successful one.   Magic Resistance. The Klaxon Thresher has advantage on saving throws against spells and other magical effects.


Actions
Multiattack. The thresher makes two claw attacks and uses its Klaxon Alarm if available.   Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 ( 3d8+6 ) slashing damage.   Klaxon Alarm (Recharge 5-6). The Klaxon Thresher unleashes a deafening alarm in a 30 ft. radius. Each creature in that area must succeed on a DC 18 Constitution saving throw or suffer 15 ( 3d10 ) sonic damage and become deafened for 24 hours. This has no effect on creatures that are unaffected by sound or those who have become deafened. Additionally, any Klaxon Threshers within 1 mile of the alarm will be drawn to investigate the source of the disruption.     Bonus Actions
Combine Extension. If the Klaxon Thresher moves at least 10 feet straight toward a target and then hits with a claw attack on the same turn, the target takes an extra 10 ( 1d8+6 ) slashing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Variant

Refurbished Threshers function as a lower challenge rating variant of the Klaxon Thresher.

 
Description
Equipped with an arm that works as a combine harvester and another that ends in a formidable steel claw, the Klaxon Thresher is a large construct designed for farming. They move on wide, grooved treads, with a reinforced cow-catcher designed to clear and prepare the soil. Its robust frame houses intricate machinery, optimized for agricultural tasks and defense. Found in the Blessed Fields of the Tritos Dominion, these constructs serve as peaceful field tenders, programmed to safeguard the farmlands.   However, there have been instances where they've become overly protective, attacking indiscriminately. When threatened, they emit a piercing alarm heard for miles, summoning other Klaxon Threshers to their aid.   History
Conceived by the inventive genius Renwin Cogglewright from Gnomes' Landing, these mechanical guardians were commissioned by King Hadar Rath, also known as the Tech King, during the latter part of his rule around 4,844-4,884 DA. Legend holds that Renwin and Rath traveled to the distant homeland of Kalatearman and returned with the designs. Due to their high cost of production and maintenance, a vibrant secondary market has emerged, specializing in refurbished threshers.   Tactics
When under threat or when the land they protect is in jeopardy, Klaxon Threshers activate their alarms and engage the enemy. Their approach is methodical: they use their front plow to destabilize opponents before employing their claw to inflict damage. During combat, they're competent fighters and will summon additional Threshers to bolster their ranks, escalating the threat they pose to intruders.  
"A fine machine, but its louder then a goblin feast and costs about the same."

~ Renwin Cogglewright
Inventor of the Klaxon Thresher


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