Gargantuan Construct, Unaligned
Armor Class 15 natural
Hit Points 129 (12d20)
Speed 55 ft.
STR
19 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
20 (+5)
WIS
17 (+3)
CHA
7 (-2)
Saving Throws WIS +7
Damage Immunities Bludgeoning from nonmagical attacks, Poison
Condition Immunities Grappled, Poisoned, Prone
Senses Passive Perception 18
Languages understands Deep Speech and Undercommon but can't speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Chain lightning. On being hit with a metal object/weapon the Undead Storm actives a chain of 1d6 thunder damage shocking all enemies in af 10ft radius.

Grapple. as a bonus action the Undead strom can grapple up to 2 enemies before combat 

Actions

Multi Attack. every turn the use hit opponents with 2 lighting bolts and one eye ray.

Bite. bite: +5 to hit, reach 10ft., 1 target. hit: 5+ (1d6 lighting) invokes paralysis

Eye Ray. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.

  1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

  4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Whirlwind (Recharge 6). Each creature in the living spell's space must make a DC 13 Strength saving throw. On a failure, a target takes 2d6 bludgeoning damage and is is flung up 20 feet away from the elemental in a random direction and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

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 colossal, floating sphere of swirling, tempestuous energy. Its outer shell is a sickly, greenish-gray hue, punctuated by decaying, skeletal protrusions that resemble the eyestalks of a beholder. At its core, a monstrous, undead eye floats, its iris a churning vortex of lightning and rain.

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.

UScarnage

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