Large Construct, Chaotic Evil
Armor Class 20
Hit Points 30 (1d20 + 10)
Speed 50 ft.
STR
15 (+2)
DEX
16 (+3)
CON
17 (+3)
INT
10 (+0)
WIS
7 (-2)
CHA
5 (-3)
Saving Throws STR +5, DEX +6, CON +6
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 14
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Immutable Form. The coil head is immune to any effect that would alter its form. 

Axiomatic Mind. The coil head can’t be compelled to act in a manner contrary to its nature or its instructions.

Actions

See me now. When the creature isn't being looked at it can move five times it's speed

coil.  Coil: +#5 to hit, reach 5 ft., 1 target. Hit: 80 (5d12 + 20) piercing damage.

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 coil head is a large, construct make out of concrete and bolts. The coil head is like a mannequin except where it's neak is, it is replaced by a bouncing spring attached from the shoulders to the head.

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.

The_middle_school_DM

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