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.

large
construct
cr3
tome-of-beasts