Armor Class 21 plate with magic helm, shiedl
Hit Points 95 (10d12 + 30)
Speed 30 ft., Fly 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
18 (+4)
Saving Throws STR +8, WIS +4
Skills Insight +4, Perception +9
Damage Vulnerabilities Lightning
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Necrotic, Poison, Radiant, Slashing
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Stunned
Senses Blindsight 45m blind beyond this radius, Passive Perception 19
Languages understands the languages of its creator but can't speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Magic Resistance. The helmed horror has advantage on saving throws against spells and other magical effects.

Radiant reflection: when the construct take radiant damage, each creature within 15ft of radius from the construct must make a DC 17 Constitution saving throw, taking the radiant damage dealt to the construct and become blinded on a failed save, or half as much damage and not becoming blinded on a successful one. Each creature can make another constitution saving throw at the end of his turn ending the blinded condition on a successful saving throw. 

Divine Smite

When the construct hits a creature with a melee weapon attack, it can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Spellcasting. The armor a is a 5th-level Simic spellcaster. Her spell· casting ability is charisma (spell save DC 16, +8 0 to hit with spell attacks).                                                She has the following paladin spells prepared:                                                                        lst level (4 slots): armor of agathys, command, shield of faith, compelled duell                  2nd level (3 slots): spiritual weapon, hold person,                                                                  3rd level (2 slots): bestrow curse, fear, dispell magic, spirit shroud.

Alert:  the armor gain a +5 bonus to initiative.
• it can’t be surprised while you are conscious.
• Other creatures don’t gain advantage on attack rolls against him as a result of being hidden from him.

Actions

Multiattack. The helmed horror makes two longsword attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) slashing damage.

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

Enter a general description for your monster here.

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.

Monster Tags: construct

Habitat: Urban

Cassacarragnu

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