Medium Construct, Lawful Neutral
Armor Class 18 built
Hit Points 30 (5d6 + 10)
Speed 60 ft., they levitate slightly and can go up steep hills but not verticle cliffs
STR
19 (+4)
DEX
17 (+3)
CON
19 (+4)
INT
7 (-2)
WIS
8 (-1)
CHA
1 (-5)
Saving Throws STR +7, DEX +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Frightened
Senses Blindsight, Darkvision, Truesight, Passive Perception 14
Languages all languages but cannot speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

ancient tech this construct is immune to all magical damage

hardened armor resistance to all physical damage (half damage) 

multiattack can attack up to three times. two energy greataxe, and once head bash by giving up its movemement. 

itrinsic weaponry this creature may throw its weapons for its attacks, if it does so the next time it takes an action (with the exception of the first turn it throws it) it may summon the weapon back to its hand

Actions

headbash rushes forward with extreme speed. target must make a dex saving throw of 16, or take 15 force damage, and be thrown up to ten feet and knocked prone

energy axe attack. energy axe: +4 to hit, reach 5 ft., 1 target. Hit: (1d12 + 2) slashing and lightning damage. counts as a magical attack for the purpose of magic only damaging.

 

Bonus Actions

sheild break: if its opponent is using a sheild it may take a bonus action to break its targets shield. target must make a strength saving throw of 15 or permanently lose 2 to its armor class until they replace the sheild. if its target doesnt have a sheild this creature cannot take this action. 

Reactions

oppurtunity attack when a creatures steps out of its range this creature may take an oppurtunity attack

throw when a creatures fails an attempted attack against it it may throw the creature up to 15 feet away, strenth save 18

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

an ancient automaton tasked with guarding the vaults of the ancient artificers. thes creatures lay in wait compacted into a sphere. whenever a creature walks into there range it unfolds and attacks. created with intensely durable armor that has only hardened over time they are almost skeletal in nature. A bright core can be seen glowing within them. 

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: Artificer

silentghost3202

Comments

Posts Quoted:
Reply
Clear All Quotes