Monster of Frankenstein
Large construct, unaligned
Armor Class 15 (Natural Armor)
Hit Points 218 (23d10+92)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
8 (−1)
WIS
14 (+2)
CHA
8 (−1)
Saving Throws Str +5, Con +5
Damage Immunities lightning, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft, passive Perception 10
Languages —
Challenge 14 (11,500 XP)
Traits
Immutable Form
Monster of Frankenstein is immune to any spell or effect that would alter its form.
Lightning Absorption
Whenever Monster of Frankenstein is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt
Magic Resistance
Monster of Frankenstein has advantage on saving throws against spells and other magical effects.
Magic Weapon
Monster of Frankenstein’s weapon attacks are magical.
Regeneration.
Monster of Frankenstein regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the Monster of Frankenstein’s next turn. Monster of Frankenstein dies only if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack
Monster of Frankenstein makes two Unarmed Strikes and one Shocking Choke
Unarmed Strike
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Shocking Choke
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (4d10) lightning damage, the target must succeed in a 16 Constitution Saving Throw or become paralyzed until the end of its next turn.
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