Large Construct, Neutral Evil
Armor Class 15 Natural
Hit Points 78 (12d10 + 12)
Speed 30 ft., 40 ft. in dim light or darkness
STR
18 (+4)
DEX
14 (+2)
CON
12 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws DEX +5, WIS +3
Damage Resistances Slashing from Nonmagical Attacks, Piercing from nonmagical attacks, Bludgeoning from non magical attacks
Damage Immunities Necrotic, Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60ft, Passive Perception 10
Languages Understands the language of its creator but does not speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Voidborn Resilience. When reduced to 0 hit points, the construct collapses into a swirling mass of Void energy. At the start of its next turn, it makes a Constitution saving throw (DC 14). On a success, it regains 20 hit points and continues fighting. This can occur only once per encounter.

Corruption Aura. The Voidborne Construct emits an aura of dark energy in a 10-foot radius. Creatures that start their turn in the aura must succeed on a DC 14 Constitution saving throw or take 7 (2d6) necrotic damage and have disadvantage on their next attack roll. Creatures resistant to necrotic damage automatically succeed on the saving throw.

 

Actions

Multiattack. The construct makes two melee attacks.

Void-Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 4) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or its speed is reduced by 10 feet until the end of its next turn.

Shadowbolt. (Recharge 4-6). Ranged Spell Attack: +6 to hit, range 60 ft., one target.
Hit: 18 (4d8) necrotic damage. On a hit, the target must make a DC 14 Dexterity saving throw or become surrounded by spectral tendrils of Void energy. While surrounded, the target has disadvantage on Dexterity saving throws and attack rolls until the end of its next turn.

 

Bonus Actions

Shadow Step (Recharge 5-6). As a bonus action in dim light or darkness, the construct can teleport up to 40 feet to an unoccupied space it can see. The area it teleports to becomes filled with a magical darkness (as the Darkness spell, no concentration required) that lasts until the end of the construct's next 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

Mythic Action Name. 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

 

  • The Voidborne Construct will prioritize enemies who cast radiant magic or deal significant damage, marking them as threats.
  • It uses Shadow Step to close the gap with ranged characters or escape from dangerous melee combatants.
  • If close to death, it retreats into dim light or darkness, leveraging Voidborn Resilience to extend its combat duration.

 

 

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.

danross1907

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