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Heavy Iron Guard in Dungeons & Dragons 5e

Homebrew

Heavy Iron Guard CR: 15

Large construct, neutral
Armor Class: 20
Hit Points: 243 (18d10 + 144)
Speed: 30 ft , fly: 20 ft

STR

24 +7

DEX

9 -1

CON

26 +8

INT

3 -4

WIS

11 +0

CHA

1 -5

Skills: Perception +5
Damage Immunities: Psychic; Bludgeoning, Piercing, and Slashing from nonmagical weapons that aren't silver
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Darkvision 120 ft, Truesight 30 ft, Passive Perception 15
Languages: Understands the languages of its creator but can't speak
Challenge Rating: 15 ( 13,000 XP)
Proficiency Bonus: +5

  • Antimagic Cone: The Heavy creates an area of antimagic, as in the antimagic field spell, in a 60-foot cone originating from it. At the start of each of its turns, the golem decides which way the cone faces and whether the cone is active.
      • Immutable Form: The Heavy is immune to any spell or effect that would alter its form.
          • Magic Absorption:Whenever the Heavy is subjected to a damage-dealing spell of 4th level or lower, it takes no damage and instead regains a number of hit points equal to the damage dealt.
              • Magic Resistance: The Heavy has advantage on saving throws against spells and other magical effects.
                  • Magic Weapons: The Heavy's weapon attacks are magical.

Actions

  • Multiattack: The Heavy uses its Antimagic Jolt and makes two melee attacks, or it makes three melee attacks
      • Slam Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 20 (3d8 +7) bludgeoning damage.
          • Claw (Recharge 5 - 6) Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 11(1d8 +7) bludgeoning damage, and the target must succeed on a DC 16 Dexterity saving throw or have a magic collar placed upon its neck. While the target wears the collar, it is magically prevented from speaking and cannot cast any spell. A successful DC 25 Dexterity check using thieves' tools removes the collar.
              • Antimagic Jolt: Each creature within the Heavys Antimagic Cone that has the ability to cast a spell of 1st level or higher must make a DC 18 Wisdom saving throw, taking 21(6d6) psychic damage on a failed save, or half as much on a successful one.
                • The heavy version of Dwaremwen's Iron Guard. These constructs are fierce in their defense of the city and the Iron-Hammer Clan. Equipped with numerous methods, both magical and mundane, to ensure that protection, few ever live to tell their tale of going up against the Heavies.

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