Medium Construct, Chaotic Neutral
Armor Class 16 Natural Armor
Hit Points 20 (2d12 + 5)
Speed 40 ft.
STR
12 (+1)
DEX
20 (+5)
CON
15 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws DEX +7, CON +4
Skills Acrobatics +6, Athletics +6, Stealth +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Blindsight 120ft., Passive Perception 10
Languages Primordial, Terran , and any one language (usually Common) , but it cannot speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Immutable Form. The clay man is immune to any spell or effect that would alter its form.

Magic Weapons. The clay man's weapon attacks are magical.

Magic Resistance. The clay man has advantage on saving throws against spells and other magical effects.

False Appearance. While the clay man remains motionless, it is indistinguishable from a clay pot and a pile of clay or ash.

Actions

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 5) slashing damage.

 

Reactions

Roll. As a reaction, the clay man may move up to 15 feet away by rolling when an attack misses them. This works for melee, ranged, and spell attacks. If this movement lands them next to a hostile creature, they may immediately make an attack with their scimitar.

Description

 Quick with his sword and quicker with his feet; the agility of these clay 'people' is unexpected with a form so roughly shaped. Clay men are extremely mobile and deal a considerable amount of damage to those unprepared. If at all possible, it's highly suggested to take one out from range, assuming you can even differentiate it from the scenery.


Monster Tags: construct

Habitat: CoastalDesertUnderdark

Farouk

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