Gargantuan Construct, Chaotic Evil
Armor Class 16 Natural armour
Hit Points 97 (2d8 + 3)
Speed 20 ft., walk 30 ft.
STR
15 (+2)
DEX
12 (+1)
CON
18 (+4)
INT
15 (+2)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +6
Damage Vulnerabilities Acid
Damage Resistances Acid, Fire
Damage Immunities Cold
Condition Immunities Charmed, Exhaustion, Frightened, Invisible
Senses Darkvision, Passive Perception 15
Languages Common Cannot speak Understands Common but cannot speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Terrifying. At the start of the battle, the characters roll a DC 14 constitution check. On a failed check, the character is frightened.

Actions

Retry. The Abomination can retry an attack if it misses. This can only happen three times in a fight. 

Crushing Spikes. Melee Weapon Attack: +5 to hit, reach 10 ft., 2 targets. Hit:  2d6 + 3 slashing damage. 

Empowered Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 1d8+2 piercing damage. 

Laser. Ranged Weapon Attack: +6 to hit, range 150 ft., 1-3 targets. Hit: 1d8+3 lightning damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

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

The evil Abomination haunts the ruins of the Neon City. After wrecking buildings and killing all the inhabitants, it settled down, not worried about being killed. Its assistants, glowcats, paint disturbing graffiti to ward of heroes.

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

Habitat: Urban

DM_robot11

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