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Fallower




Once an implement vital to keeping a community fed, the fallower is a plow imbued with destructive magic and a murderous purpose. Its wheels are stained red with blood and rust, the wooden beam riddled with scraps of hair and shards of broken bones. Blasphemous runes sizzle across the plowshare making it something akin to a sword it was never meant to be. The construct doesn’t need any livestock accompaniment as it can propel itself on alien hate alone. However, it is not uncommon to have it paired with a corpseshoes or two for maximum impact.

Mechanized Starvation. While not employed against a keep’s walls, fallowers serve a sinister purpose during siege warfare. Besides murdering whatever farmers and livestock they come across the plows produce an eruption of fallowed land behind them. Within an afternoon a handful of these constructs can obliterate a barony’s food supplies ahead of a dark army's arrival. Often they are left to patrol the devastated countryside and deal with refugees searching for any scrap of food while central bastions are besieged.

Fallower

Medium construct, unaligned

Armor Class 12 (natural armor)

Hit Points 65 (10d8 + 20)

Speed 30ft

Str 20 Dex 9 Con 15 Int 2 Wis 11 Cha 3

Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned

Damage Immunities Poison, Psychic

Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine

Senses blindsight 60ft (blind beyond), passive Perception 11

Languages -

Challenge 3 (700 XP)

Charge:

If the fallower moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Slam:

Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Plow (Recharge 6):

The fallower moves 30ft in a straight line, this movement does not provoke an opportunity attack. In its wake the construct leaves a 20ft cone of tossed dirt and rock. Each creature in that area must make a DC 15 Dexterity saving throw taking 20 (3d12) bludgeoning damage on failure, or half as much damage on success. Plant creatures have disadvantage on this save.

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