Medium Construct, Any Alignment
Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 30 ft., Fly 60 ft.
STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +8, CON +7
Damage Immunities Poison, Radiant
Condition Immunities Poisoned
Senses Passive Perception 10
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Atomic Resistance. Atomix has advantage on saving throws against spells and other magical effects. Additionally, Atomix has a damage threshold of 10, meaning that Atomix ignores the damage of attacks or other effects which deal 10 damage or less (though other effects may still apply, such as a monk's Stunning Strike). 

Atomic Weapons. Atomix's weapon attacks are considered magical for the purposes of overcoming resistances and immunities. When Atomix hits with a melee weapon, the weapon deals an extra 4d8 radiant damage (included in the attack) due to the nuclear energy flowing through it. 

Nuclear Light. Atomix glows bright light in a 10 foot radius and dim light 10 feet beyond that. 

Actions

Punch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 14 (4d8) radiant damage. The target must succeed on a DC 18 Strength saving throw or be pushed back 10 feet. 

Haa-Mee-Na! Ranged Weapon Attack: +10 to hit, reach 60/120 ft., one target. Hit: 35 (4d12 + 9) radiant damage. 

Nuclear Winner! (1/long rest). Atomix sends out a burst of nuclear energy in a 60 foot radius around itself. All creatures within this radius (except Atomix) must make a DC 18 Dexterity saving throw, taking 42 (12d6) radiant damage on a failed save, or half as much damage on a successful one. The explosion can be heard up to a mile away and sheds bright light in a 500-foot radius. 

Pawthorne

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