Large Construct
Armor Class 17
Hit Points 52 (8d12)
Speed 25 ft.
STR
18 (+4)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +6
Damage Immunities Necrotic, Poison, Psychic
Condition Immunities Blinded, Charmed, Poisoned
Senses Unknown Does not necessarily need vision to see, Passive Perception 10
Languages Understands all languages known by creator
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Actions

Action Melee Attack. Warhammer strike, +6 to hit,

deals 2d8+6 bludgeoning damage and target must make a strength save DC 14 or be pushed 5ft back

Constructed Smite: Upon hit with a melee attack, the construct smites the target with undead and unholy energy dealing 2d8 necrotic damage. After dealing this the construct must recharge it for 1 turn

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.

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.

TTV_ViperKiller

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