Medium Construct
AC 18    Initiative +5 (15)
HP 85 (6d12)
Speed 50 ft.
Mod Save
STR 20 +5 +5
DEX 16 +3 +3
CON 18 +4 +4
Mod Save
INT 8 −1 −1
WIS 10 +0 +0
CHA 5 −3 −3
Senses Passive Perception 20
Languages None
CR 4 (XP 1,100; PB +2)
Traits

Heated BodyA creature that hits the spirit with a melee attack or starts its turn in a grapple with the construct takes 1d10 fire damage

Designed Assassin - The construct may use its extreme acrobatic and athletic abilities to have a jump distance as equally long and half as high as its movement speed.

Spider Climb - Unless incapacitated, the construct has spider climb active at all times

Actions

Multiattack. This construct can attack twice per round.

Slam. The construct swings its fists with all of its might: +7 to hit, reach 10ft., 1 target. Hit: 13 (1d8 + 8) [bludgeoning] damage.

 

Bonus Actions

Grapple. As a bonus action the construct may grapple a target within 10 feet of it. When grappled with a target, it has full movement speed if the target is equal to or lesser in size compared to the construct.

Jump.

Reactions

Repulsive Blast. If an enemy comes within 10 feet of it the construct may use a repulsive blast, combining its fists to release a powerful blast in a 10’ cone. Targets within the blast must succeed a DC15 dex save or be pushed back 15’ and take 1d10 lightning damage, and half as much if they succeed. 

Legendary Actions

The construct may use one legendary action per round.

Mission Priority. Construct may dodge an opportunity attack if it reaches target in same move.

Relentless Focus. Construct may choose to turn a failed save into a successful one.

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

A Mysterious steel humanoid construct with deadly fighting ability. 

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.

Cheeby

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