Monolith Footman
Tome of Beasts (Third Party)
- Size
- Large
- Type
- construct
- Alignment
- unaligned
- AC
- 14 (natural armor)
- Hit Points
- 60 (8d10+16)
- Speed
- walk 40 ft.
- 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
- Lineage
- Footman
Traits
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.