AC 19 natural armor    Initiative −1 (9)
HP 174 (15d20 + 4)
Speed
Mod Save
STR 20 +5 +9
DEX 8 −1 −1
CON 20 +5 +5
Mod Save
INT 10 +0 +0
WIS 14 +2 +2
CHA 10 +0 +0
Immunities Poison; Charmed, Exhaustion, Petrified, Poisoned
Senses Passive Perception 12
Languages None
CR 10 (XP 5,900; PB +4)
Traits

gem of animation. if you do 85 damage in 1 turn it will die immediately

a big strong monster. advantage any strength saving throws

ability of elements. made from metal have a plus 5 to ac and resistance to slashing damage made of rock a plus 2 to str and con with every attack doing 10 more damage   made of water gets a minus 5 to strength but a plus 5 to dexterity and wisdom and resistance to fire damage  made of dirt gets a minus 5 to strength but a plus 5 to dexterity also if near dirt can absorb the dirt and becomes gargantuan  made of fire all fire damage done ads health equal to damage  made of air gets a minus 10 to strength but a plus 10 to dexterity  made of corpse healing damages him and minus 10 hp but when someone sees him they have to succeed a con throw or they will be vomiting not allowing main actions. 

 

 

Actions

punch. Melee Weapon Attack: +7 to hit, reach 10 ft circle., any one in the 10 foot reach targets. Hit: 55 (1d100 + 5) [bludgening] damage.

blast. Melee Weapon Attack: +9 to hit, reach 10 ft circle., any one in the 10 foot reach targets. Hit: 80 (10d12 + 8) [radiant] damage.

gem ray. Ranged Weapon Attack: +5 to hit, range 20/150 ft., 1 target. Hit: 53 (12d8 + 1) [fire] damage.

Reactions

bull riding. if grappled by something that is any smaller than him you get launched 15 feet away and will be taking 2d6 bludgening damage

Description

this comes with a magic item so look at that after this state block. this a monster controlled by the animating gem but you can find it in a dungeon and please use the magic item but this has many different variations of this monster that you choose from in traits

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.

tjtyeger14

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