Armor Class
12
Clay
Hit Points
9
(2d8)
Speed
30 ft.
STR
12
(+1)
DEX
10
(+0)
CON
10
(+0)
INT
3
(-4)
WIS
8
(-1)
CHA
3
(-4)
Condition Immunities
Charmed, Exhaustion, Frightened, Poisoned
Senses
Darkvision 60, Passive Perception 9
Languages
--
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Construct Nature. The clay man doesn't require air, food, drink, or sleep.
Alarm Response. The clay man has advantage on attack rolls against any creature that triggered a Netherese alarm within the last minute.
Volatile Core. Each creature within 5 feet of the clay man must make a DC 11 Dexterity saving throw, taking 2 (1d4) fire damage on a failed save, or half as much damage on a successful one.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
-
View User Profile
-
Send Message
Posted Jun 7, 2026Scanner Automaton can summon this, or it's swarm variant.