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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Monolith Footman/

Monolith Footman

Monolith Footman

Large construct, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 60 (8d10+16)
  • Speed 40 ft.
  • STR
    18 (+4)
  • DEX
    12 (+1)
  • CON
    14 (+2)
  • INT
    10 (+0)
  • WIS
    10 (+0)
  • CHA
    10 (+0)
  • Damage Immunities poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Elvish, Umbral
  • Challenge 3 (700 XP)
  • Blatant Dismissal. While in the courts or castles of the fey, a monolith footman that scores a successful hit with its longsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 10 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible-and under the monolith footman's control, shouting for a retreat or the like. Outside fey locales, this ability does not function.
  • Fey Flame. The ritual powering a monolith footman grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs.
  • Simple Construction. Monolith footmen are designed with a delicate fey construction. They burst into pieces and are destroyed when they receive a critical hit.

Actions

  • Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) cold or fire damage.
  • Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) cold or fire damage.

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