Gargantuan Construct
Armor Class 19 Natural Armor
Hit Points 750 (10d8)
Speed 50 ft.
STR
18 (+4)
DEX
20 (+5)
CON
19 (+4)
INT
18 (+4)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws STR +10, DEX +11, CON +10, INT +10, WIS +10
Damage Resistances Fire, Lightning, Necrotic, Poison, Radiant
Senses Darkvision 60 feet, Passive Perception 20
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

At will: Hunter's Mark, Prestidigitation, Thaumaturgy, Disguise Self, Ray of Sickness

Once Per Day: Detect Thoughts, Daylight, 

Spellcasting.  The Combined Mech has following spells prepared (Spell DC 17, +9 to hit):
Cantrips (at will): Chill Touch, [Tooltip Not Found], Guidance, Light, Message, Shocking Grasp, Spare the Dying, Word of Radiance, Chill Touch, Produce Flame, Thunderclap, 
1st level (6 slots): Absorb Elements, Bane, Cure Wounds, Divine Favor, Healing Word, Magic Missile, Shield of Faith, Earth Tremor, Goodberry, Speak with Animals, 
2nd level (5 slots): Lesser Restoration, Levitate, Shadow Blade, Blindness/Deafness, Find Traps, Flaming Sphere, Gentle Repose, Pass Without Trace, Spike Growth, 
3rd level (5 slots): Animate Dead, Fireball, Summon Shadowspawn, Summon Undead, Thunder Step, Call Lightning, Gaseous Form,
4th level (4 slots): Blight, Confusion, Ice Storm, Polymorph
5th level (2 slots): Cloudkill, Contagion, Summon Draconic Spirit

Channel Divinity: You can use Channel Divinity twice.

Channel Divinity: Guided Strike: When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Wild Shape: As an action, you can magically assume the shape of a beast that you have seen before twice per short rest.

You can stay in beast shape for 4 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die). You have two uses of this ability.

Ki Points: You can spend Ki Points to fuel ki features. You have 8 points per short rest and your Ki save DC is 16

Arcane Shot: Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one Arcane Shot option of your choice to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. This can only be done 3 times. 

Sneak Attack: Once per turn, you can deal an extra 10d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Grim Harvest: Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

Undead Thralls: When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

  • The creature’s hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon damage rolls.

Wild Companion: As an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after 4 hours.

Symbiotic Entity: You can use Wild Shape to awaken the spores that infuse you to gain +36 temp HP, roll double damage dice for your Halo of Spores damage, and deal 1d6 additional necrotic damage when you hit with a melee weapon attack. These all last for 10 minutes, or until you lose all these temporary hit points, or until you use your Wild Shape again

Fungal Infestation: If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, as a zombie under your control, with 1 hit point. In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

Knowledge from a Past Life: When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature 4 times, and you regain all expended uses when you finish a long rest

Focused Aim: When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

Ki Fueled Attack: If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Open Hand Technique: Whenever you hit with one of your Flurry of Blows attacks, you can impose one of the following effects on that target: fall prone if it fails a DEX saving throw (DC 16), get pushed up to 15 ft. if it fails a STR saving throw (DC 16), or it can't take reaction until the end of your next turn

Stunning Strike: When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 16).

Action Surge: You can take one additional action on your turn. This can be used 1 times per short rest.

Beguiling Arrow (Special): A creature hit by the arrow takes an extra 2d6 psychic damage, and is charmed by one of your allies within 30 ft. of the target if it fails a WIS saving throw (DC 17) until the start of your next turn. This effect ends early if the ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

Grasping Arrow (Special): A creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 ft., and it takes 2d6 slashing damage the first time on each turn it moves 1 ft. or more. The brambles last for 1 minute, until you use this option again, or until any creature uses an action to remove them with an Athletics check (DC 17).

Seeking Arrow (Special): You can choose one creature you have seen in the past minute and fire an arrow that flies toward that creature, moving around corners and ignoring three-quarters cover and half cover. If the target is in range and a path is available, it must make a DEX saving throw (DC 17) or take damage from the arrow plus 1d6 force damage and you learn the target's location (half damage and location is unrevealed on success).

Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense: You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.

Frenzy: While raging, you can choose to frenzy. You can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Mindless Rage: You can’t be charmed or frightened while raging.

Sharpshooter: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls and your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.

Actions

Extra Attack (Special): You can attack twice whenever you take the Attack action on your turn.

Channel Divinity: Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Healing Hands. Once per long rest as an action, touch a creature and restore 9 hit points.

Quickened Healing. As an action, you can spend 2 ki points to regain 1d6+4 hit points.

Chromatic Warding (Lightning). As an action, you become immune to lightning damage for 1 minute. Once you use this trait, you can’t do so again until you finish a long rest.

Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 5d6 + 5 [slashing] damage. 

Stillness of Mind. You can use an action to end one effect on yourself that is causing you to be charmed or frightened.

Wholeness of Body. Once per long rest as an action, you can regain 24 HP.

Dagger. Melee Weapon Attack: +10 to hit, reach 20/60ft ft., 1 target. Hit: 5d4 + 5 [damage type] damage. 

Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 5d6 + 5 (5d8+5) [bludgeoning] damage. 

Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 10d6 + 5 [slashing] damage. 

Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 5d12 + 5 [slashing] damage. 

Spear. Melee Weapon Attack: +10 to hit, reach 20/60 ft., 1 target. Hit: 5d6+5 (5d8 + 5) [piercing] damage. 

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 1 ft., 1 target. Hit: 5d6 + 5 [bludgeoning] damage. 

 

Shortbow. RangedWeapon Attack: +10 to hit, range 80/320 ft., 1 target. Hit: 5d8 + 7 [piercing] damage.

Sharpshooter Shortbow. RangedWeapon Attack: +5 to hit, range 80/320 ft., 1 target. Hit: 5d8 + 17 [piercing] damage.

Hand Crossbow. RangedWeapon Attack: +10 to hit, range 30/120 ft., 1 target. Hit: 5d6 + 7 [piercing] damage.

Sharpshooter Hand Crossbow. RangedWeapon Attack: +5 to hit, range 30/120 ft., 1 target. Hit: 5d6 + 17 [piercing] damage.

Chakram. RangedWeapon Attack: +10 to hit, range 20/60 ft., 1 target. Hit: 5d4 + 5 [piercing] damage. On hit, the target makes a DC13 Dexterity Saving Throw or else takes additional 3d6 Slashing Damage. Every use, the user must make a DC13 Dexterity Saving Throw or take damage as he messes up the grip or catching of the item

Lightning Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC 17). On a failed save, the creature takes 5d10 [lightning] damage. On a successful save, it takes half as much damage.

Egyptian God Cards. If you have not yet used your Sneak Attack this turn, you can use your action to take one of these cards and attack a creature within 30 feet with it. The attack roll for this feature uses your Dexterity modifier, and on a hit, it deals slashing damage equal 5d4 + 5 (+10 to hit). When you roll for damage, look at the number rolled on the d4. The attack gains a random effect based on the number rolled, as detailed in the Wild Card Suit table below. You can attack using a card in this manner 2 times.

1 Slifer the Sky Dragon: Roll your Sneak Attack damage and add it to your razor card’s damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled.
2 Obelisk the Tormenter: Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way.
3 Winged Dragon of Ra: Roll your Sneak Attack damage and add it to your razor card’s damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regains become temporary hit points.
4 Pot of Greed: This card morphs suits depending on the dealer’s wishes. Choose Celtic Guardian, Trap Card: Shadow Spell, or Change of Heart. The card then immediately gains the suit’s respective effect.

 

Super Move. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 36d6 [bludgeoning] damage. Can only be done with complete agreement of the party, only once, and uses an action, bonus action, movement, and reaction.

Bonus Actions

 

Rage. As a bonus action enter a rage for up to 1 minute (10 rounds).You gain advantage on STR checks and saving throws (not attacks), +10 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging. Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.
As a bonus action, you can halt the rage momentarily to cast a spell/concentrate on a spell.
Instinctive Pounce. As part of the bonus action you take to enter your rage, you can move up to half your speed.
Harness Divine Power. You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you regain one expended spell slot of up to level 2.
War Priest. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature 1 times per long rest.
Flurry of Blows. After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Curving Shot. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 ft. of the original target.

Second Wind. Once per short rest, you can use a bonus action to regain 3d10 + 9 HP

Frenzy Attack. While in a frenzy, you can make a single melee weapon attack as a bonus action on each of your turns after this one.

Cunning Action. You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Steady Aim. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Boots of Speed. While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

Reactions

Halo of Spores. You can use your reaction to deal 5d6 necrotic damage to one creature you can see when it moves into a space within 10 feet of you or starts its turn there, if it fails a CON saving throw (DC 17)

Deflect Missiles. You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 3d10 +12. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.

Deflect Missiles Attack. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon). Deflect Missiles Attack: +10 to hit, range 20/60 ft., 1 target. Hit: 5d6 + 5 damage.

Slow Fall. You can use your reaction when you fall to reduce any falling damage you take by 40

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Energy Shield. You can attempt to raise an energy shield against one attack. Roll 1d8  and reduce damage by 5x that amount. Your next attack does two less damage dice as you sent all the energy to the shield instead. You can do this reaction 3 times.

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

Enter a general description for your monster here.

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.

Dgerstenfeld