Large Construct, Unaligned
Armor Class 16 Integrated armor
Hit Points 100 (12d10 + 34)
Speed 60 ft.
STR
20 (+5)
DEX
9 (-1)
CON
18 (+4)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws STR +8, CON +7
Skills Intimidation +2
Damage Immunities Poison, Psychic
Senses Blindsight 30 ft., Passive Perception 10
Languages -- Cannot speak and ignores any attempts at communication.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Sure-Footed. The iron horse has advantage on Strength saving throws made against effects that would knock it prone.

Immutable Form.  The construct is immune to any spell or effect that would alter its form.

Magic Resistance.  The construct has advantage on saving throws against spells and other magical effects.

False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue.

Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a Constitution saving throw against the caster's spell save DC or become motionless for 1 minute.

Actions

Multiattack. The iron horse may make 2 attacks on each turn. Attacks may be two of the same attack, except for trampling charge.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Target takes (2d8) bludgeoning damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target, (1d8+4) piercing damage. 

Trampling Charge. The iron horse may charge at a creature that is at least 20 feet away. That target must succeed on a DEX saving throw of 15 or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Bonus Actions

Crushing Hooves. Melee Weapon Attack against a prone target: +7 to hit, reach 5 ft., one target. Target takes 11 (2d8+2) bludgeoning damage.

Reactions

Wild bucking. If a creature jumps onto the iron horse's back, it will immediately start bucking wildly regardless of whose turn it is. The creature must make a STR or DEX saving throw of 15 to stay on. If the creature fails, it will be thrown off and receive (1d8) fall damage as well as being knocked prone.

Monster Tags: Misc Creature

Habitat: DesertHillUrban

Slosy

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