Large Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 235 (15d10 + 85)
Speed
STR
20 (+5)
DEX
10 (+0)
CON
22 (+6)
INT
1 (-5)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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

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

Magic Weapons. The Coral Garden's weapon attacks are magical.

Actions

Wave. Melee Weapon Attack: +7 to hit, reach 20 ft. circle. Hit: 19 (3d8 + 6) bludgeoning damage.

Legendary Actions

The Coral Garden can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another's turn. The Coral Garden regains spent legendary actions at the start of its turn.

Wave. (1)

Lair Action (2)

Lair and Lair Actions

Coral Garden

Lair Actions

The environment is in Dim Light. The terrain is difficult if the creature cannot swim. Creatures in the water within 60 feet of the Coral Garden have vulnerability to lightning damage. On initiative count 20 (losing initiative ties), the druids of the Coral Garden may take a lair action to cause one of the following magical effects:

  • A strong current moves through the Coral Garden. Each creature within 60 feet of the Coral Garden must succeed on a DC 17 Strength saving throw or be pushed up to 30 feet away from the Cora Garden. On a success, the creature is pushed 15 feet away.
  • The creatures living within the Coral Garden become aggressive. All creatures within 60 feet of the Coral Garden must succeed on a DC 17 Dexterity saving throw, taking 12 (4d6) piercing damage on a failed save, or half as much damage on a successful one.
  • Summon an aquatic creature or swam totaling a CR of (1d6) which is under control of the caster
  • The creatures of the Coral Garden kick up a cloud of sand and sediments that obscures visibility in a 20ft. circle, giving ALL creatures within the cloud disadvantage on attack roles, lingers for (1d4).
  • The currents churn up, creating difficult terrain for creatures within 60ft.
ITF

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