AC 17    Initiative +0 (10)
HP 40 (4d10)
Speed 30 ft.
Mod Save
STR 18 +4 +4
DEX 10 +0 +0
CON 18 +4 +4
Mod Save
INT 14 +2 +2
WIS 11 +0 +0
CHA 5 −3 −3
Resistances Poison
Senses Darkvision 60'; Passive Perception 10
Languages Understands the languages you know
CR 0 (XP 10; PB +2)
Traits

Increased Health. This creature starts with +15 health for each spell level higher than 4 that it was cast at.

Increased Hardness. This creature starts with +1 AC for each spell level higher than 4 that it was cast at.

Heated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit takes 1d10 Fire damage.

Stony Lethargy (Stone Only). When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving Throw: DC equals your spell save DC, the target. Failure:

Until the start of its next turn, the target can't make Opportunity Attacks, and its Speed is halved.

Actions

Multiattack. The spirit makes a number of Slam attacks equal to half this spell's level (round down).

Slam.  Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: # (1d8 + 8)  [Bludgeoning] damage.

Reactions

Berserk Lashing (Clay Only). Trigger: The spirit takes damage from a creature. Response: The spirit makes a Slam attack against that creature if possible, or the spirit moves up to half its Speed toward that creature without provoking [Opportunity Attacks].

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

This creature is created by the Summon Construct spell, which is not in the official content.

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.

iDrew72

Comments

Posts Quoted:
Reply
Clear All Quotes