Medium Construct, Typically Lawful Neutral
Armor Class 19 natural armor
Hit Points 170 (20d8 + 80)
Speed 30 ft.
STR
24 (+7)
DEX
9 (-1)
CON
18 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Skills Athletics +11, Intimidation +4
Damage Resistances Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120, Passive Perception 10
Languages understands the languages of it's creator but cannot speak.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Immutable Form. The blackstar knight is immune to any
spell or effect that would alter its form.
Magic Resistance. The blackstar knight has advantage on
saving throws against spells and other magical effects.
Magic Weapons. The blackstar knight’s weapon attacks are
magical.

Actions

Multiattack. The blackstar knight makes four melee attacks
in any combination.
Deathsword. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 14 (2d6 + 7) slashing damage plus 9 (2d8)
necrotic damage. If the target is a creature, it must succeed
on a DC 19 Wisdom saving throw or be deathmarked. While
deathmarked, a creature takes 9 (2d8) necrotic damage at
start of each of its turns. A creature can use an action to
repeat the saving throw on each of its turns, ending the
effect on itself on a success.
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 16 (2d8 + 7) bludgeoning damage. If the target
is a creature, it must succeed on a DC 19 Strength saving
throw or be knocked prone.
Blackstar Lightning. Ranged Spell Attack: +8 to hit, range
120 ft., one creature. Hit: 45 (10d8) necrotic damage and
each other creature within 10 feet of the target takes 9
(2d8) necrotic damage. Each creature that takes damage
must succeed on a DC 19 Constitution saving throw or be
stunned until the end of its next turn.

Reactions

Undying Duty (1/Day). When the blackstar knight is reduced
to 0 hit points, it can target any number of creatures within
10 feet of it, dealing 11 (2d10) necrotic damage to each
undead and 5 (1d10) necrotic damage to all other creatures,
regaining lost hit points equal to the total damage dealt.

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

Wicked golems created to serve their dark master, Kas.

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.

TravPa

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