Large Construct, Neutral
AC 17 Natural Armor    Initiative +5 (15)
HP 126 (12d10 + 48)
Speed
Mod Save
STR 22 +6 +6
DEX 9 −1 −1
CON 20 +5 +5
Mod Save
INT 3 −4 −4
WIS 10 +0 +3
CHA 5 −3 −3
Vulnerabilities Thunder
Resistances Cold, Lightning
Immunities Bludgeoning, Slashing, and Piercing from Nonmagical Attacks not made with Cold Iron Weapons; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Passive Perception 13
Languages None
CR 7 (XP 2,900; PB +3)
Traits

Fiery Core.  If reduced below 50% of it's hit points, the Guardian's internal runes blaze. It gains +2 to attack rolls and its Slam attack deals an additional 7 (2d6) fire damage. 

Immutable Form: The Guardian is immune to any spell or effect that would alter it's form.  

The Guardian has advantage on saving throws against spells and other magical effects. 

Actions

Slam. Melee Weapon Attack +9 to hit, reach 10 ft, one target. Hit 9 (3d8 +6) bludgeoning damage.  If Fiery Core is active add 7 (2d6) fire damage

Infernal Pulse (Recharge (5-6) The Guardian released a burst of Infernal energy in a 15 ft. radius. Each creature in the area must make a DC 16 constitution saving throw or take 27 (6d8) force damage and be pushed 10 ft. on a failed save, or half damage on a success. 

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

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.

MissOmni

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