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.