Clay Guardian

Large Construct

Armor Class 14

Hit Points 133 (14d10+56)

Speed walk +25

Challenge 9

STR
20
+5
DEX
10
+0
CON
18
+4
INT
3
-4
WIS
10
+0
CHA
1
-5

Damage Immunities acid, poison, psychic; damage from nonmagical, non-adamantine weapons

Condition Immunities charmed, fatigue, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands the languages of its creator but can't speak

Special Abilities

Constructed Nature. Guardians dont require air, sustenance, or sleep.

Acid Absorption. When the guardian is subjected to acid damage, it instead regains hit points equal to the acid damage dealt.

Berserk. When the guardian starts its turn while bloodied , roll a d6. On a 6, the guardian goes berserk. While berserk, the guardian attacks the nearest creature it can see. If it can’t reach a creature, it attacks an object. The guardian stays berserk until it is destroyed or restored to full hit points.

Bloodied Haste. While the guardian is bloodied, its speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws , and it can use its slam as a bonus action.

Immutable Form. The guardian is immune to any effect that would alter its form.

Magic Resistance. The guardian has advantage on saving throws against spells and magical effects.

Actions

Multiattack. The guardian attacks twice with its slam.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature it makes a DC 15 Constitution saving throw. On a failure its hit point maximum is reduced by an amount equal to the damage dealt. The target dies if its hit point maximum is reduced to 0. A greater restoration spell or similar magic removes the reduction.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open