Health: 630
Armor: 30
Saving Throw & Skill Check Modifier: 8
Attack To Hit: 3
Attack Damage: 4d12 + 83
Attacks Per Round: 1
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)
Spellsave DC: 20
(P): The construct has a +14 bonus to AC and immunity to bludgeoning, slashing, and piercing damage.
(P) The construct's attacks deal 4 additional damage die of force damage.
(P) The construct is immune to poison and psychic damage.
(P): The construct has a +14 bonus to AC and Fortitude saving throws.
(P) The construct is immune to all crowd control.
(BA) The construct can use a bonus action to gain 4 additional attack each round and advantage on its next attack roll. The next turn the construct must rest regenerating half of it's hit points and pass it's turn.
(BA) The construct can use a bonus action to end one condition affecting it.
(A): The construct can use its action to make 4 melee attack that deals 9 additional force damage die. It takes 44 damage die recoil.
(R): When an ally within 5 feet of the construct is hit by an attack, the monster can use its reaction to impose a 14 penalty on the attack roll.
(R) When the construct or an ally within 10 feet is targeted by a spell, the construct can use its reaction to end the effects of a channel spell immediately.
(R) When the construct takes energy damage, it can use its reaction to reduce the damage by half.
(R) When the construct takes damage from a creature within 5 feet, it can use its reaction to make 4 melee attack against that creature.
Monsters can have up to 3 damage resistance or 1 immunity, and 1 vulnerability. Level 12 plus monsters can have up to 6 damage resistances and 1 invulnerability and 1 vulnerability. In addition, minions and bruisers can have immunity to 1 type of crowd control. In addition, they have +3 to 1 skill check and saving throw of your choice that fits the monster's narrative.
Each creature or monster has special abilities known as maneuvers to help them feel more unique in combat. Below is a list of the monster types. The maneuvers can be used in combat to spice things up.
Minions - 1 Maneuver
Bruiser - 2 Maneuver
Legendary - 3 Maneuver
In addition to your maneuver each creature has a ranged attack and melee attack dealing the same damage. Flavor the ranged attack as you see fit per your monster.
Minions - 30 Range
Bruiser - 120 Range
Legendary - 240 Range
Legendary Monsters have 3 unique abilities that make them legendary.
Legendary Resistance - They can automatically succeed on a roll of the DM's choice once per round.
Legendary Vengeance - This allows the legendary minion to attack or skill check once after each player's turn.
Legendary Movement - They are immune to crowd control.
Average:
Average length 3-4 rounds
Choose 1.
Challenging:
Average length 3-5 rounds
Choose 1.
Epic:
Average length 3-4 rounds
Choose 1.
These fights will all keep the battles engaging for players without dragging on. ๏ปฟ