True Seeing. The ability to see all things as they actually are.
Regeneration. He is able to heal by ingesting inorganic matter.
Spell reflection. The first spell cast upon it each day is reflected back at the caster.
Granite Fist. Form his fists into large granite blocks and punch with them. (3d6 bludgeoning x 2)
Wind mill strike. Like a child, swinging it's arms in circles up and over its shoulders attempting to crush with a hammering blow. (3d6 bludgeoning x 2 )
Enter the description for how bonus actions work for your monster here.
Deflect Arrows. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Andy began his life as a weapon to be used defending a kings crypt. Andy is a cross between a golem and a warforged, the end result being a 15 foot bipedal guardian with a literal block head. The only feature on his "head" is a crude mouth. The king's eleven year old daughter named it "Andy". Because "everything needs a name father". Andy has the mentality of a young child( a 3 year old).
It is Andy's unique design, comprised of magic clay, that allows him to imitate certain properties and abilities of the beings he establishes physical or sensory contact with. Andy can imitate anything from rocky skin, the wings of a gryphon, the properties of plate or a bards lute just by being in close proximity. In addition to this ability Andy can produce Stinking Cloud from his "mouth", form his fists into large granite blocks and by some unknown means expand his size by enlarge.
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.
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