Large Construct, Lawful Evil
Armor Class 14 plate
Hit Points 99 (16d8 + 27)
Speed 15 ft.
STR
10 (+0)
DEX
6 (-2)
CON
11 (+0)
INT
4 (-3)
WIS
10 (+0)
CHA
3 (-4)
Saving Throws CON +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Darkvision 60ft, Passive Perception 10
Languages All knows all but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

 Multiattack. The construct makes two Slam attacks. 

 Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. 

 Engulfing Slam (Recharge 5-6). The construct attempts to engulf a target within 5 feet of it. The target must succeed on a DC 16 Dexterity saving throw or be pulled into the fleshy amalgamation. While engulfed, the target is restrained, blinded, and takes 14 (4d6) acid damage at the start of each of the construct’s turns. The target can repeat the saving throw at the end of each of its turns, escaping on a success.

Unstable Overload (1/day). The construct overcharges its steampunk core, causing it to explode. Each creature within 20 feet of the construct must make a DC 17 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much on a successful one. The construct is reduced to 0 hit points and dies immediately after using this ability. 

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

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

Enter a general description for your monster here.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
9/6/2024 11:17:22 PM
1
1
5e
Coming Soon
Jude_R

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