Built from blood-soaked wood, the sin pyre looms over the guilty and innocent alike. Save, the construct has been instructed there are no innocents. Set loose in a region, its duty is to seek out secret sins wherever they may lie and burn them away until it burns out quite literally as well. Those wide to its nature do their best to avoid the sin pyre's path and also ensure it never gets set aflame. Alas, it's so very flammable. Cast in a vaguely humanoid shape to start, the construct's frame twists and rearranges as it moves to best navigate its terrain. Sometimes it has extra long legs, sometimes it has four, or eight, whatever is best to keep hunting the sinners that must burn.

Sin Pyre
Large Construct, neutral
Armor Class
11 (natural armor)
Hit Points
76 (8d10 + 32)
Speed
30ft
Str 17 Dex 9 Con 18 Int 6 Wis 14 Cha 5
Skills Insight +5
Damage Vulnerabilities fire
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 12
Languages
-
Challenge
5 (1,800 XP)
Burning Heart.
Whenever the sin pyre takes fire damage, it gains advantage on its attacks until the end of its next turn and deals an additional 4(1d8) fire damage on each attack.
Freedom of Movement.
The sin pyre ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Immutable Form.
The sin pyre is immune to any spell or effect that would alter its form.
Magic Resistance.
The sin pyre has advantage on saving throws against spells and other magical effects.
Magic Weapons.
The sin pyre's weapon attacks are magical.
Actions
Multiattack.
The sin pyre makes two slam attacks.
Pseudopod.
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6(1d8+2) bludgeoning damage plus 4(1d8) fire damage.
Slam.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Cast the First Stone.
The sin pyre targets a creature with an intelligence of 4 or greater that it can see within 30ft and begins siphoning off their sin. The creature must succeed on a DC 15 Wisdom save or be linked to the sin pyre for the next minute. While linked, the sin pyre gains resistance to all damage except fire and radiant. The other half of the damage that would be dealt from resisted attacks is dealt to the linked creature instead as long as it is within 30ft. The sin pyre also knows the direction and distance of the linked creature in relation to it.
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