Large Construct, Chaotic Evil
Armor Class 14 Natural armour
Hit Points 60 (7d10 + 60)
Speed 20 ft.
STR
17 (+3)
DEX
8 (-1)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws STR +5, CON +5
Skills Intimidation +18
Damage Immunities Piercing
Condition Immunities Charmed, Exhaustion, Frightened, Petrified
Senses Darkvision 120ft radius, Passive Perception 14
Languages None, Not anymore
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Special Trait Name. The Construct is fuelled by crystals, any nearby gems get dragged towards it where if unused in 2 turns get merged into the body and heal it for 2d6 damage.

Spellcasting. The Crystal Construct is a 1st-level spellcaster. Its spellcasting ability is Strength (spell save DC 13, +2 to hit with spell attacks). The Crystal Construct has the following spells prepared:
1st level (4 slots): Catapult

Actions

Slam. Melee Weapon Attack: +2 to hit, reach 10 ft., In Range targets. Hit: 8 (2d6 + 1) bludgeoning damage. 

Crystal Hurl. RangedWeapon Attack: +2 to hit, range 30/150 ft., 1 target. Hit: 5 (2d4 + 1) piercing damage.

Bonus Actions

As a bonus action, this creature can draw in any crystals or gems from its surroundings where they will circle around the golem until used.

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

Crystal Constructs are forged by no natural means, only one has been sighted inside of an ancient crystal cavern. Its skin is as hard as steel and it can’t communicate with any means. Crystalline Constructs like these were once mortals overcome by greed and forced into hiding after the transformation started. Any mortal transformed into a Crystal Construct becomes a servant to the god of gluttony and loses its free will along with its self awareness.

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.

Habitat: Underdark

LizardLite

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