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.