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Ironhide Warbeast - AI-generated fantasy Monster

Ironhide Warbeast

The first warbeasts were engineered during the Ashen Campaigns, when mortal generals sought soldiers that would never panic, desert, or require sleep. Their creators succeeded too well. When the empire fell, many warbeasts continued guarding strategic sites for centuries, interpreting old orders with brutal literalism. Some modern commanders seek them out, believing that possession of a warbeast grants legitimacy over an army.

LargeBeastCR CR 5, MediumUsually lawful neutral

Ironhide Warbeast

warbeastbattlefield brutesiege creatureliving weaponmilitary guardianhumanoid beast
HP95AC15SPD40 ft., Climb 20 ft.CR5 (1,800 XP)AthleticsIntimidationPerception
STR
17
save
DEX
12
CON
18
save
INT
6
WIS
10
CHA
8
Powerful Build. The warbeast counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
Siege Monster. The warbeast deals double damage to objects and structures. It has advantage on ability checks made to break, force open, or damage nonmagical barriers.
Relentless Advance. The warbeast ignores nonmagical difficult terrain created by rubble, mud, broken weapons, or battlefield debris. It has advantage on saving throws against being knocked prone.
Unbreakable Discipline. The warbeast has advantage on saving throws against being frightened. If it starts its turn frightened, it can repeat the saving throw, ending the effect on itself on a success.
Multiattack. The warbeast makes two attacks: one with its Iron Fist and one with its War-Hewn Club.
Iron Fist. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 12 () bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a Strength saving throw or be pushed up to 10 feet.
War-Hewn Club. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 14 () bludgeoning damage. If the target is prone, the attack deals an extra 4 () bludgeoning damage.
Battlequake (Recharge 5-6). The warbeast slams the ground. Each creature within 10 feet of it must make a Dexterity saving throw, taking 18 () bludgeoning damage and falling prone on a failed save, or half as much damage on a successful one. The warbeast can then move up to half its speed without provoking opportunity attacks.
Stampeding Blow. The warbeast charges up to 20 feet in a straight line and makes one Iron Fist attack. If the attack hits, the target takes an extra 9 () bludgeoning damage and must succeed on a Strength saving throw or fall prone.
Interpose. When a creature the warbeast can see within 10 feet is hit by an attack, the warbeast moves up to 10 feet toward that creature without provoking opportunity attacks. If it ends this movement adjacent to the creature, it becomes the target of the attack instead.
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