Medium Construct, Neutral
Armor Class 12 Degraded Plate
Hit Points 12 (2d6 + 4)
Speed 20 ft.
STR
15 (+2)
DEX
7 (-2)
CON
16 (+3)
INT
5 (-3)
WIS
5 (-3)
CHA
5 (-3)
Saving Throws CON +5
Damage Vulnerabilities Lightning
Damage Resistances Fire
Damage Immunities Necrotic, Radiant
Senses Tremorsense 30ft, Passive Perception 15
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Broken Mutterings. The ravaged vocal mechanisms of the construct are constantly making horrid noises and occasionally telling of the ravages of time. Players that are within 30feet must make a DC10 Wisdom save or become Frightened.

 

Actions

Multiattack. The armor makes two melee attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Ancient Shriek. The degraded maw of the construct shrieks in warning when a danger is detected, awakening all other wardens within 150 feet and calling them to the aid of the screaming warden.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Long ago, a kingdom was falling to plague and famine, and as it crumbled, it's greatest warlocks put their remaining energy into a massive spell.  This spell transferred the souls of the nation into a waiting legion of humanoid automatons. This transfer wrecked the minds of many and the kingdom fell. Now, crumbling and rusted, they wander the ruins, muttering of the ravages of time and protecting what remains with a savage ferocity.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
3/18/2021 6:12:27 AM
1
0
--
Coming Soon
peepoo134

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