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5E: Alternate Takes on Official Fifth Edition Monsters
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<blockquote data-quote="Cleon" data-source="post: 8872819" data-attributes="member: 57383"><p><strong><span style="font-size: 26px">Animated Object, Walking Springal</span></strong></p><p><em>Large construct, unaligned</em></p><p><strong>Armor Class</strong> 17 (natural armor)</p><p><strong>Hit Points</strong> 66 (12d10)</p><p><strong>Speed</strong> 40 ft.</p><p></p><table style='width: 100%'><tr><th><p style="text-align: center">STR</p> </th><th><p style="text-align: center">DEX</p> </th><th><p style="text-align: center">CON</p> </th><th><p style="text-align: center">INT</p> </th><th><p style="text-align: center">WIS</p> </th><th><p style="text-align: center">CHA</p> </th></tr><tr><td><p style="text-align: center">18 (+4)</p> </td><td><p style="text-align: center">14 (+2)</p> </td><td><p style="text-align: center">10 (+0)</p> </td><td><p style="text-align: center">1 (–5)</p> </td><td><p style="text-align: center">3 (–4)</p> </td><td><p style="text-align: center">1 (–5)</p> </td></tr></table><p></p><p><strong>Saving Throws</strong> DEX +4</p><p><strong>Skills</strong> Perception +0</p><p><strong>Damage Immunities</strong> poison, psychic</p><p><strong>Condition Immunities</strong> blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned</p><p><strong>Senses</strong> blindsight 60 ft., passive Perception 10</p><p><strong>Languages</strong> —</p><p><strong>Challenge</strong> 3 (700 XP) <strong>Proficiency Bonus</strong> +2</p><p></p><p><em><strong>Antimagic Susceptibility.</strong></em> The walking springal is incapacitated while in the area of an <em>antimagic field</em>. If targeted by <em>dispel magic</em>, the springal must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.</p><p></p><p><em><strong>False Appearance.</strong></em> While the walking springal remains motionless, it is indistinguishable from a normal object.</p><p></p><p><span style="font-size: 22px">Actions</span></p><p></p><p><em><strong>Multiattack.</strong></em> The walking springal makes four bolt attacks or two slam attacks.</p><p></p><p><em><strong>Slam.</strong> Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (2d4 + 4) bludgeoning damage.</p><p></p><p><em><strong>Bolt.</strong> Ranged Weapon Attack:</em> +6 to hit, range 80/320 ft., one target. <em>Hit:</em> 5 (1d10) piercing damage.</p><p></p><p><em><strong>Boltblitz (Recharge After a Short Rest or Reload).</strong></em> The walking springal hurls a storm of bolts in a 160-foot trapezoid that is 10 feet wide at the base and 30 feet wide at the end. Each creature in that area must make a DC 14 Dexterity saving throw, with advantage if they are more than 80 feet away from the springal, or disadvantage if they are within 20 feet of it. On a failed save, a target within 40 feet takes 22 (4d10) piercing damage, one from 40 to 80 feet takes 16 (3d10) piercing damage, one from 80 to 120 feet takes 11 (2d10) piercing damage, and one from 120 to 160 feet takes 5 (1d10) piercing damage. On a successful save, the target takes half damage if they are within 120 feet of the springal, or no damage if they are further away.</p><p></p><p><em><strong>Reload.</strong></em> The walking springal recharges its boltblitz.</p><p></p><p></p><p><strong><span style="font-size: 22px">Description</span></strong></p><p></p><p>An inactive walking springal looks like a large wooden box on short table legs, with metal reinforcement on the face and sides of one end. It has large hatches on each side and the reinforced end has a large slot in the middle above which are set one or more pairs of glass discs.</p><p> Instead of being a creature created by animate objects or similar magic, a walking springal may be a normal construct that does not require the <em>Antimagic Susceptibility</em> trait.</p><p> <em><strong>Missile Machine.</strong></em> A springal is a type of light siege engine similar to a ballista that uses the energy stored in twisted skeins of sinew or hair to throw clusters of crossbow-style bolts. They are comparatively short ranged weapons that are usually used to defend gatehouses and the like from assaults. Walking springals are constructs that are often used for the same purpose but their high mobility compared to an non-animated springal makes them very useful on open battlefields too.</p><p> <em><strong>Targeting Sights.</strong></em> The glass discs set in its front are eyes, allowing a walking springal to aim at targets beyond its blindsight range. The construct can see as well as an average humanoid, a useful trait when its master orders it to stand guard.</p><p></p><p>(Original monster designed by Cleon on the Creature Catalog General Monsters forum.)</p></blockquote><p></p>
[QUOTE="Cleon, post: 8872819, member: 57383"] [B][SIZE=7]Animated Object, Walking Springal[/SIZE][/B] [I]Large construct, unaligned[/I] [B]Armor Class[/B] 17 (natural armor) [B]Hit Points[/B] 66 (12d10) [B]Speed[/B] 40 ft. [TABLE] [TR] [TH][CENTER]STR[/CENTER][/TH] [TH][CENTER]DEX[/CENTER][/TH] [TH][CENTER]CON[/CENTER][/TH] [TH][CENTER]INT[/CENTER][/TH] [TH][CENTER]WIS[/CENTER][/TH] [TH][CENTER]CHA[/CENTER][/TH] [/TR] [TR] [TD][CENTER]18 (+4)[/CENTER][/TD] [TD][CENTER]14 (+2)[/CENTER][/TD] [TD][CENTER]10 (+0)[/CENTER][/TD] [TD][CENTER]1 (–5)[/CENTER][/TD] [TD][CENTER]3 (–4)[/CENTER][/TD] [TD][CENTER]1 (–5)[/CENTER][/TD] [/TR] [/TABLE] [B]Saving Throws[/B] DEX +4 [B]Skills[/B] Perception +0 [B]Damage Immunities[/B] poison, psychic [B]Condition Immunities[/B] blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned [B]Senses[/B] blindsight 60 ft., passive Perception 10 [B]Languages[/B] — [B]Challenge[/B] 3 (700 XP) [B]Proficiency Bonus[/B] +2 [I][B]Antimagic Susceptibility.[/B][/I] The walking springal is incapacitated while in the area of an [I]antimagic field[/I]. If targeted by [I]dispel magic[/I], the springal must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. [I][B]False Appearance.[/B][/I] While the walking springal remains motionless, it is indistinguishable from a normal object. [SIZE=6]Actions[/SIZE] [I][B]Multiattack.[/B][/I] The walking springal makes four bolt attacks or two slam attacks. [I][B]Slam.[/B] Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., one target. [I]Hit:[/I] 9 (2d4 + 4) bludgeoning damage. [I][B]Bolt.[/B] Ranged Weapon Attack:[/I] +6 to hit, range 80/320 ft., one target. [I]Hit:[/I] 5 (1d10) piercing damage. [I][B]Boltblitz (Recharge After a Short Rest or Reload).[/B][/I] The walking springal hurls a storm of bolts in a 160-foot trapezoid that is 10 feet wide at the base and 30 feet wide at the end. Each creature in that area must make a DC 14 Dexterity saving throw, with advantage if they are more than 80 feet away from the springal, or disadvantage if they are within 20 feet of it. On a failed save, a target within 40 feet takes 22 (4d10) piercing damage, one from 40 to 80 feet takes 16 (3d10) piercing damage, one from 80 to 120 feet takes 11 (2d10) piercing damage, and one from 120 to 160 feet takes 5 (1d10) piercing damage. On a successful save, the target takes half damage if they are within 120 feet of the springal, or no damage if they are further away. [I][B]Reload.[/B][/I] The walking springal recharges its boltblitz. [B][SIZE=6]Description[/SIZE][/B] An inactive walking springal looks like a large wooden box on short table legs, with metal reinforcement on the face and sides of one end. It has large hatches on each side and the reinforced end has a large slot in the middle above which are set one or more pairs of glass discs. Instead of being a creature created by animate objects or similar magic, a walking springal may be a normal construct that does not require the [i]Antimagic Susceptibility[/i] trait. [I][B]Missile Machine.[/B][/I] A springal is a type of light siege engine similar to a ballista that uses the energy stored in twisted skeins of sinew or hair to throw clusters of crossbow-style bolts. They are comparatively short ranged weapons that are usually used to defend gatehouses and the like from assaults. Walking springals are constructs that are often used for the same purpose but their high mobility compared to an non-animated springal makes them very useful on open battlefields too. [I][B]Targeting Sights.[/B][/I] The glass discs set in its front are eyes, allowing a walking springal to aim at targets beyond its blindsight range. The construct can see as well as an average humanoid, a useful trait when its master orders it to stand guard. (Original monster designed by Cleon on the Creature Catalog General Monsters forum.) [/QUOTE]
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