Large Construct, Any Alignment
Armor Class 16
Hit Points 7 (3d8)
Speed 30 ft.
STR
14 (+2)
DEX
8 (-1)
CON
24 (+7)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +4, CON +9
Skills Athletics +9
Senses Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Stalwart. Creatures that are behind the Armor Golem or in it's space have full cover from attacks (this does not block line of sight).

Actions

Fist. Melee Weapon Attack: +2 to hit, reach 10 ft., 1 target. Hit: # (1d6 + 2) bludgeoning damage. 

Fearsome Presence. You can use your action to frighten someone with your menacing presence. When you do so, choose up to 5 creatures that you can see within 30 feet of you. If the creature can see, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

Reactions

Interdiction. When a creature within 30ft. or you is about to be hurt by an attack, as a Reaction you may move into their space or a space next to them. If the creature is the same size as you, they are pushed into a space adjacent to it (your choice). If there is not enough room for them to be pushed, you can not move into their space. Regardless, you are hit by the triggering attack using your own AC.

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.

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
5/25/2021 4:45:01 AM
0
1
--
Coming Soon
5/25/2021 6:04:03 PM
3
1
--
Coming Soon
NottGavi

Comments

Posts Quoted:
Reply
Clear All Quotes