Haywire Harvester | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Haywire Harvester

Huge machine, unaligned
Armor Class: 14
Hit Points: 536
Speed: 50 ft

STR

26 +8

DEX

9 -1

CON

20 +5

INT

10 +0

WIS

10 +0

CHA

10 +0

Damage Vulnerabilities: Lightning
Damage Resistances: Bludgeoning, Slashing, Piercing
Damage Immunities: Fire, Cold, Psychic, Poison, Thunder
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Languages: None

OVERRIDE/FAILSAFE. If the Harvester is struck by 10 or more points of lightning damage, one of its pieces (represented by 1-8) will shut down for the current turn of initiative. For each 10 additional points of lightning damage, an additional piece will shut down for this round of initiative.   Cripple. Each leg of the machine has 75 hit points. Dealing 75 points of damage to a leg of the machine will cripple it, reducing the Harvester's movement by 10 feet. This effect stacks for each leg crippled. If all 4 legs are crippled, the Harvester can no longer use [3] Haymaker.

Actions

Multiattack. The Harvester attacks four times; once with each buzzsaw, once with its needler, and once with haymaker, its harpoon launcher, grappling hook, net launcher, tesla rods, or flamethrower. It cannot use the same last ability twice in a row.   [1] Left Buzzsaw Slice. +8 to Hit, reach 10 ft., one creature. Hit: 2d12+6 slashing damage.   [1] Right Buzzsaw Slice. +8 to Hit, reach 10 ft., one creature. Hit: 2d12+6 slashing damage.   [2] Needler. +8 to Hit, reach 5 ft., one creature. Hit: 2d8+6 piercing damage. On a hit, the target must make a successful DC 16 Strength or Dexterity check or become grappled. Any target grappled in this way will have Haymaker used against them on the following turn.   [3] Haymaker. Grappled target must make a DC 20 Strength or Dexterity check to escape or be pulled into the inner workings of the machine. The target suffers 4d10+6 bludgeoning damage and is expelled in the closest adjacent space behind the machine in a bale of hay (Escape DC 20 Strength or Dexterity saving throw or someone can spend a turn freeing them).   [4] Harpoon Launcher. +8 to Hit, reach 60 ft., one creature. Hit: 3d8+6 piercing damage. On a hit, the target is harpooned and becomes grappled by the Harvester and cannot use its speed to move away from it unless it makes a successful DC 16 Strength check to remove the harpoon on a subsequent turn.   [5] Grappling Hook. +8 to Hit, reach 60 ft., one creature. Hit: 2d10+6 bludgeoning damage. On a hit, the target is pulled 20 feet closer to the Harvester, becomes grappled by the Harvester and cannot use its speed to move away from it unless it makes a successful DC 16 Strength or Dexterity check to remove the hook on a subsequent turn. Each turn the creature remains grappled the Harvester drags the creature 20 feet closer until it is in range to use Needler.   [6] Net Launcher. +8 to Hit, reach 30 ft., one creature. Hit: 2d10+6 bludgeoning damage. On a hit, the target becomes restrained and must make a DC 16 Strength or Dexterity check to free itself on a subsequent turn. While restrained in this way, the target's speed becomes zero and it cannot benefit from any bonuses to speed. In addition, the target has disadvantage on Dexterity saving throws.   [7] Tesla Rods. +8 to Hit, reach 30 ft., two creatures. Hit: 2d10 lightning damage and the target must choose whether to take an action, bonus action, or reaction on its turn, but may choose only one.   [8] Flamethrower. DC 16 Dexterity saving throw or suffer 5d6 fire damage in a 20 ft. cone.

This massive machine is plated from head to toe in armor segments and appears to be armed to the teeth with various harvesting equipment.

Created by

xXxVanityAffair.

Statblock Type

Monster

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