Large Construct, Neutral
Armor Class 17 Natural Armor
Hit Points 180 (20d10 + 30)
Speed 20 ft.
STR
20 (+5)
DEX
13 (+1)
CON
16 (+3)
INT
5 (-3)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +8, CON +6, CHA +3
Skills Athletics +9, Perception +9, Stealth +9
Damage Resistances Psychic
Damage Immunities Poison
Condition Immunities Blinded, Grappled, Paralyzed, Prone
Senses Blindsight 60ft (blind outside of this range), Passive Perception 19
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Immutable Form. This creature is immune to any spell or effect that would alter its form.

Unusual Nature. This creature doesn't require air, food, water, or sleep.

Magic Resistance. This creature has advantage on saving throws against spells and other magical effects.

Shards Within. When hit by an attack within 5ft this creature expels tiny shards of stained glass, dealing 2 piercing damage to the attacker. 

 

Actions

Multiattack. The Creature makes one Shardmouth and one Tendrils of the Broken Void attack.

Shardmouth. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit:  (1d10 + 5) piercing damage.

Tendrils of the Broken Void. Ranged Weapon Attack: +9 to hit, range 30/90 ft., up to 5 targets. Hit: (2d6 + 5) piercing damage. When hit by a tendril from this attack, the target must make a DC 12 Strength or Dexterity saving throw (their choice) or be grappled by the creature. While grappled in this way, the target takes 1d4 piercing damage at the start of their turn.

Bonus Actions

Essence of the Void. As a bonus action, this creature can dissipate its body into the void around it and reconsolidate itself in an unoccupied space it can sense within 30 ft. 

Reactions

Shield of Shards. As a reaction, this creature can solidify its shards of glass into a fragile shell around its void center, giving a bonus +2 to its AC but making it vulnerable to bludgeoning. If this shell takes more than 35 points of bludgeoning or thunder damage in a single turn, its shell breaks and this ability cannot be used again. 

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

Enter a general description for your monster here.

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.

KynnyUltimate

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