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Hellfire Engine

Hellfire Engine

Huge construct
Challenge
16

STR
5
DEX
3
CON
7
INT
−4
WIS
0
CHA
−5

216
16d12+112
21
Soak
2
Fort
+9
Ref
+9
Will
+3
Defense note natural armor
Damage resistances cold, psychic; bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities burning, charmed, deafened, diseased, exhausted, frightened, paralyzed, poisoned, unconscious

Speed 8 m.
Senses darkvision 20 m.
Languages understands Infernal but can’t speak

Immutable Form. The hellfire engine is immune to any spell or effect that would alter its form.

Magic Resistance. The hellfire engine has advantage on saving throws against spells and other magical effects.

Maneuvers. The hellfire engine uses maneuvers (maneuver save DC 18). It has 45 stamina dice which are d8s, a dice limit of 5, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: debilitating crush, disorient, hammer spin, hammer through, hammering blow, knockback, spring attack, sturdy stance

2 stamina dice: stone bones, tremoring strike

Actions (2)

Flesh-Crushing Stride. The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures’ spaces. A creature whose space the hellfire engine enters must make a DC 18 Reflex saving throw. On a successful save, the creature is pushed to the nearest space out of the hellfire engine’s path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage.

If the hellfire engine remains in the prone creature’s space, the creature is also restrained until it’s no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 1 meter of it, can make a DC 18 Brawn check. On a success, the creature is shunted to an unoccupied space of its choice within 1 meter of the hellfire engine and is no longer restrained.

Hellfire Weapons (1/turn). The hellfire engine uses one of the following options. If an option kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect.

Bonemelt Sprayer. The hellfire engine spews acidic flame in a 10-meter cone or line. Each creature in that area must make a DC 20 Reflex saving throw. On a failed save, a creature takes 11 (2d10) fire damage plus 18 (4d8) acid damage and is burning 2. On a successful save, a creature takes half as much damage and isn’t burning. Creatures that fail the saving throw are drenched in acid and take 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 1 meter of it can use an action to scrape off the burning fuel.

Lightning Flail. Melee Weapon Attack: +10 to hit, reach 2 m. Hit: 15 (3d6 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine’s choice that it can see within 5 meters of the target must each make a DC 20 Reflex saving throw. On a failed save, a creature takes 22 (5d8) lightning damage, and it can’t take reactions until the start of its next turn. On a successful save, a creature takes half as much damage and isn’t otherwise affected.

Thunder Cannon. The hellfire engine targets a point within 20 meters of it that it can see. Each creature within 5 meters of that point must make a DC 20 Reflex saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2d12) concussion damage on a failed save, or half as much damage on a successful one.

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Maneuvers

As an action, you can make a melee weapon attack with a weapon that deals bludgeoning damage in an attempt to debilitate the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

As an action, you can make a weapon attack with a melee weapon that you wield in two hands that deals bludgeoning damage and then spin your weapon around. Each creature within your weapon’s reach must succeed on a Reflex saving throw or take bludgeoning damage equal to the stamina die.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking bludgeoning damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). Treat the target’s soak as being 2 less than normal.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when you make an ability check or saving throw to avoid being pushed, knocked prone, or grappled, you can sturdily position yourself. Roll a d3 and add the result to the roll. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As a reaction, which you use when you are hit by a weapon attack and take bludgeoning, piercing, or slashing damage from it, you halve the attack’s damage against you.

As an action, you can make a melee weapon attack with a weapon that deals bludgeoning damage to cause a tremor to ripple out from the creature. Each creature on the ground other than you in a sphere centered on the creature must make a Reflex saving throw.

On a failed save, a creature is knocked prone.