Large Construct, Lawful Evil
Armor Class 16 Chess Flesh
Hit Points 155 (14d12 + 64)
Speed 30 ft., Fly 60 ft. (hover)
STR
20 (+5)
DEX
20 (+5)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +8, DEX +8
Skills Acrobatics +11, Insight +3, Intimidation +3
Damage Immunities Poison
Condition Immunities Charmed, Grappled, Petrified, Prone
Senses Passive Perception 10
Languages Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Insectoid Carapace. The Chess Knight has Advantage on Saving Throws against Spells and other Magical Effects

 

Actions

Arching Swipes. The Chess Knight surges into position and makes one huge sweeping attack with both arms simultaneously hitting everything in a 90 degree angle in front of it. 

Melee Weapon Attack: +8 to hit, reach 10 ft., Multiple Creatures. Hit: 12 (2d6 + 5) Slashing damage, any targets hit must make a DC 16 Constitution Saving Throw, taking (6d8) Poison damage on a failed Save, or half as much on a successful one. 

Dutchilles

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