Psychic Absorption. Whenever the knight is subjected to psychic damage, it takes no damage and instead regains a number of hit points equal to the psychic damage dealt.
Immutable Form. The knight is immune to any spell or effect that would alter its form.
Magic Resistance. The knight has advantage on saving throws against spells and other magical effects.
Magic Weapons. The knight's weapon attacks are magical.
Weeping Woe. The knight cannot score a critical hit.
Weeping Weal. If the knight is hit with a critical strike or a coup de grace, it suffers no damage and the one who struck it takes that damage instead.
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Description
This abomination is one of Granny Nightshade's most loyal protectors, standing an endless vigil over her doll house. Though it has never had true life, it ceaselessly complains in a fit of vanity for the tragedy of it's own existence with an inundation of tears. Created through a foul and forbidden ritual, it is a being of pure malice.
Constructed Nature. A construct doesn’t require air, food, drink, or sleep.
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