Large Construct (Any), Any Alignment
Armor Class 16 Natural Armour
Hit Points 40 (8d6)
Speed
STR
15 (+2)
DEX
15 (+2)
CON
15 (+2)
INT
15 (+2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws DEX +6, INT +6
Damage Immunities Bludgeoning
Condition Immunities Incapacitated
Senses Passive Perception 18
Languages All
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Actions

Beam. As its jaw opens a screech escapes its mouth as a Beam of light Shoots out of its maw.

Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 2 target. Hit: 10(4d2 + 0) [Construct] damage. 

Action Ranged Attack. RangedWeapon Attack: +# to hit, range 10/80 ft., 1 target. Hit: 10(3d6 + #) [Construct] damage.

Bonus Actions

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

Reactions

Scream.

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

A golden Construct of white flame soars or crawls along the walls its snout or beak reaping through its enemies.

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.

Turtlegreatthorn

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