Monolith Footman

Large Construct, Neutral

Armor Class 14 (natural armor)

Hit Points 60 (8d10 + 16)

Speed walk +40

Challenge 3

STR
15
+2
DEX
12
+1
CON
14
+2
INT
10
+0
WIS
10
+0
CHA
10
+0

Damage Vulnerabilities False

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons

Damage Immunities poison, psychic

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

Senses darkvision 60 ft., passive Perception 10

Languages Elvish, Umbral

Special Abilities

Coldfire Weapons. The monolith footman's weapon attacks are imbued with blue fey fire and magical. When the footman hits with any weapon, the weapon deals an extra 1d8 cold damage or fire damage (included in the attack), the champion's choice.

Construct Nature. The monolith footman doesn't require air, food, drink, or sleep.

Simple Construction. A critical hit against the footman causes it to burst into pieces and be destroyed. Each creature within 5 feet of the footman must succeed on a DC 12 Dexterity saving throw or take 5 (2d4) bludgeoning damage.

Actions

Multiattack. The footman makes two Shortsword attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 4 (1d8) cold damage or fire damage (the footman's choice). If the target is within a fey court or castle, the target must succeed on a DC 12 Charisma saving throw or become invisible, silent, and paralyzed for 1 minute, while an illusory version of the target under the footman's control remains visible and audible. The illusion shouts to the target's allies for a retreat or similar action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself and destroying the illusory double on a success.

Source: Tome of Beasts 2023 · OGL/Open