Large Construct, Neutral
Armor Class 20
Hit Points 150 (10d10)
Speed 30 ft.
STR
18 (+4)
DEX
8 (-1)
CON
18 (+4)
INT
12 (+1)
WIS
15 (+2)
CHA
5 (-3)
Saving Throws STR +9, CON +9, WIS +7
Damage Resistances Poison
Senses Darkvision, Passive Perception 10
Languages All Any language the summoner knows.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Trait Name. Enter the description for your special trait.

Spellcasting. The [Alexander] is a 13th-level spellcaster. Its spellcasting ability is [Wisdom] (spell save DC 17, +2 to hit with spell attacks). [Alexander] has following spells prepared:
Cantrips (at will): [eldritch blast], [resistance]
1st level (# slots): [guiding bolt], [shield of faith]

Actions

Multiattack. The construct makes a number of attacks equal to half this spell’s level (rounded down)..

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.

 

Bonus Actions

Divine Repair (3/Day). The magical mechanisms inside the fortress restore 3d8 + Summoner’s PB hit points to itself or to one construct or object within 5 feet of it.

Reactions

Divine Barrier. When targeted by a spell attack roll 1d6 and subtract the result from the attack roll.

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

A living colossus of metal and magic brought to life by the genius of Yourious Haliforge and the skill of Helena Locke.

A steel castle designed mechanical fortress of a construct and the first of Living Eikons(Gods) to be smithed by Yourious. Its four legs used to stomp any foe braze enough to stand before its master’s and it’s magical salvo a collection of items, spells, and parts designed and reengineered by a collaboration of Locke factories and Hailforge Industries. 

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.

Monster Tags: construct

ArsenalX

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