Tiny Construct, Neutral Evil
AC 12    Initiative +1 (11)
HP 10 (1d10 + 4)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 9 −1 −1
CON 17 +3 +5
Mod Save
INT 10 +0 +0
WIS 8 −1 −1
CHA 2 −4 −4
Immunities Poison, Radiant; Deafened, Petrified, Poisoned
Senses Blindsight 60 ft.; Passive Perception 11
Languages Common, Telepathy 90 ft.
CR 3 (XP 700; PB +2)
Traits

Stored Energy. The amarax infantry is immune to Radiant damage. If the amarax infantry is hit with an attack that deals Fire, Lightning, or Radiant damage, it becomes Charged. For ten minutes, the amarax infantry lets off Dim Light in a 10-foot radius. If the amarax infantry is dealt Bludgeoning, Piercing, Slashing, or Force damage while Charged, each creature within 30 ft. must succeed a DC 18 DEX saving throw or take 3d8 Piercing damage and 3d8 Radiant damage, taking half damage on a successful save. After this, the amarax infantry is no longer Charged.

Actions

Slam. Melee Weapon Attack: +2, reach 5 ft., Hit: 2 (1d4) Bludgeoning damage.

Habitat: Urban

Radiant09

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