Large Construct
Armor Class 14 Natural armor
Hit Points 54 (6d10 + 18)
Speed
STR
16 (+3)
DEX
8 (-1)
CON
16 (+3)
INT
18 (+4)
WIS
12 (+1)
CHA
8 (-1)
Senses Passive Perception 11
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Immutable Form. The construct is immune to any spell or effect that would alter its form.

Magic Resistance. The construct has advantage on saving throws against spells and other magical effects.

Magic Weapons. The construct's weapon attacks are magical.

Actions

Hammer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 3) bludgeoning damage plus 4 force damage. 

Grenade.  The construct fires three force grenades with a 5-foot radius area of effect.  Each creature in the area must succeed on a DC xx Dexterity saving throw or take 1d6 force damage and be pushed 10 feet away from the grenade's point of impact.

Slam. The golem slams into the ground within its melee range, causing a shockwave in a 10-foot radius around the point of impact.  Each creature in range must succeed on a DC xx Dexterity saving throw.  On a failed save, the creature takes 17 (2d8 + 3 + 4) force damage and is pushed 10 feet away from the point of impact. On a successful save, the creature takes half damage and is not pushed.  This attack can only be used if the Power Surge bonus action was used on the construct's previous turn.

Spellcasting. The construct casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability:

1st level: magic missile
2nd level: magic missile

 

Bonus Actions

Power Surge (Recharges in 3 turns). The construct redirects power into its arms.  It regains 1d4 hit points, and must use the Slam attack on its next turn.

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.

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.

nebulion