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.
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.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
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Posted Feb 9, 2022If you are going to use this for a boss fight, why didn't you give it legendary actions?
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Posted Aug 8, 2022this is just an elite vrsion of the anmate amore