Large Construct (Hill Giant, Stone Giant), Unaligned
Armor Class 25 Plate
Hit Points 80 (10d12 + 20)
Speed 20 ft.
STR
30 (+10)
DEX
5 (-3)
CON
30 (+10)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws STR +13, CON +13
Skills Athletics +10, Intimidation +10
Damage Immunities Lightning
Condition Immunities Charmed, Frightened, Restrained, Unconscious
Senses Passive Perception 11
Languages Common Common and that of their native race.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Arc Charge+. Upon death, all entities within 5 ft of the entity will need to make a dex save, dc 15, or take 3d12 lightning damage

Arc Splice. While below 35 hp, this entity can sacrifice its life to activate Arc Charge and impose disadvantage on any entities making the dex save.

Actions

Slash. Longsword Attack: +5 to hit, reach 5 ft., 1 target. Hit: 30(3d12+12) slashing damage.

 

Bonus Actions

Overcharge+. The entity can sacrifice 1d10 of their health to gain 10 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.

Reactions

Guard. Can guard an allied entity within 5 ft of itself. When guarding, all attack rolls are still made against the guarded entity. However, any damage is taken by the Rook.

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 giant creatures are the frontline of the Construct Swarm. They have wall-like armor permanently embedded upon their skin. Additionally, they have large shield jutting out of their forearms.

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

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