Huge Construct, Neutral
Armor Class 15 Natural
Hit Points 50 (1d4 + 50)
Speed 0 ft., Too large to move, it is a stationary creature.
STR
18 (+4)
DEX
1 (-5)
CON
6 (-2)
INT
13 (+1)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws STR +6
Skills Investigation +200
Damage Vulnerabilities Acid, Fire, Lightning
Damage Resistances Bludgeoning, Piercing
Damage Immunities Force, Slashing
Senses Passive Perception 20
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Regenerative skin. Heals itself 5Hp per round, only to its max health of 50, and can only heal itself 5 times.

Actions

Sword swing. Swings its large sword for 4d4 +4 slashing damage.

Sword stab. Sword Attack: +10 to hit, reach 20 ft., 1target. Hit: 5d4+1 piercing damage. 

Throw cobalt. Ranged Attack: +10to hit, range 50 ft., 1 target. Hit: 1d4 heat damage. This attack removes 5 of its Hp, however if the pile of steaming cobalt is left alone for a full round (Without cooling it down somehow), it has a 1 in 4 (Roll a d4, if you get a 4) to summon a cobalt soldier.

Bonus Actions

If this creature is (On its turn) below 5Hp, and there is more than one ton of cobalt within a 30foot radius, it can perform this ritual. It will collect any cobalt nearby (Again, 30 foot radius), and smash it on to itself. It will then re-roll initiative to see when it can next attack. Must be performed at the end of its turn. This will regen it to 30Hp. It can only perform this once, and it counts as all the remaining charges on its "Regenerative skin" feature.

Reactions

Cobalt call. When slain, this bellow will alert any and all cobalt soldiers in a 100 foot radius to come and seek vengeance for their kings death.

Mythic Actions

If it survives for 3 rounds, it can summon a cobalt cattle, a bull that simply charges. This has no affect on its Hp. However, if the Hp is above 25, it summons two.

Description

A huge, looming cyan-brown statue of an ancient king, this creature is very protective and will kill all that enter its cave. It is surrounded by its soldiers, and will defend them and himself as best as he can.

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.

Habitat: Mountain

johangiaeverenger

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