Small Construct (Dwarf, Gnome, Goblinoid, Halfling, Kobold), Unaligned
Armor Class 15 Natural Armor
Hit Points 21 (3d12 + 3)
Speed 30 ft.
STR
12 (+1)
DEX
17 (+3)
CON
11 (+0)
INT
4 (-3)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws DEX +5
Skills Acrobatics +10, Investigation +2, Perception −2, Stealth +10
Damage Immunities Fire
Condition Immunities Charmed, Frightened, Unconscious
Senses Passive Perception 7
Languages Common Common and that of their native race.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Flare Charge. Upon death, all entities within 5 ft of the entity will need to make a dex save, dc 13, or take 2d12 fire damage

Flare Splice. While below 10 hp, this entity can sacrifice its life to activate Flare Charge and impose disadvantage on any entities making the dex save.

Actions

Flare Bolt. Spell Attack: +12 to hit, reach 15 ft., 1 target. Hit: 8 (1d6+5) fire damage.

Action Melee Attack. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 2 bludgeoning damage.

 

Bonus Actions

Blaze. The entity can sacrifice 1d6 of their health to gain 15 ft. of movement speed, as well as deal double damage with any magical attacks. Additionally, any non-magical attacks become magical. This lasts for as many turns as the sacrificed health, or until the entity is no longer in combat.

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

A Reborn (Construct) built out of magic metals and dead entities. These spider-like creatures are the weakest, yet most obedient, members of the Construct Swarm. They have a flare cannon perched atop their head, slightly to the right. Their legs have also been removed, instead having mechanical, spider-like legs.

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

Niko_Switch

Comments

Posts Quoted:
Reply
Clear All Quotes