Aggressive: As a bonus action, the Guardian can move up to its speed toward a hostile creature that it can see.
Blood Frenzy: The Guardian has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Undead Fortitude: If damage reduces the Guardian to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Guardian drops to 1 hit point instead.
Magic Resistance. the Guardian has advantage on saving throws against spells and other magical effects.
Siege Monster. the Guardian deals double damage to objects and structures.
Rejuvenation. While its master lives, a destroyed Guardian gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the Guardian's master.
Magic Weapons. The golem's weapon attacks are magical.
Legendary Resistance (3/Day). If the Guardian fails a saving throw, it can choose to succeed instead.
Regeneration. The Guardian 25 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the Guardian takes radiant damage, this trait doesn't function at the start of the Guardian's next turn.
Multiattack. The Guardian makes two greataxe or fist attacks attacks.
Greataxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 6) slashing damage.
Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 6) piercing damage + (2d6) Necrotic damage. afterwards the creature makes a (DC 18) Con saving throw or have the damage taken away from their max hp till long rest. (you can only make this attack against a grappled creature.
Bear hug. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the Guardian can't use its Bear hug on another target.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 32 (4d12 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone
The Guardian can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Guardian regains spent legendary actions at the start of its turn.
Attack. The Guardian makes one Greataxe or Fist attack.
Move. The Guardian moves up to its speed without provoking opportunity attacks.
Grab (Costs 2 Actions). The guardian makes a Bear hug attack
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
He is an Ogre that is dead and magically empowered by the Blood Queen.
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.
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