Stone Construct
Summon Construct - Stone
Medium Construct (your choice of Medium or Large at 4th level or higher), Unaligned
Armour Class: 13 + the level of the spell (an additional +2 if the spell level is 6th level or above)
Hit Points: 25 + 5 for each level of the spell (+15 additional hit points if cast at 5th level, or +30 if the spell is 6th level or above)
Speed: 30ft Walk
| Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
|---|---|---|---|---|---|
| 17 (+3) / 19 (+4) (if cast at 6th level or higher) | 7 (-2) / 9 (-1) (if cast at 6th level or higher) | 18 (+4) / 20 (+5) (if cast at 6th level or higher) | 8 (-1) / 10 (+0) (if cast at 6th level or higher) | 14 (+2) / 16 (+3) (if cast at 6th level or higher) | 4 (-3) / 6 (-2) (if cast at 6th level or higher) |
Damage Immunities: Poison, Psychic
Condition Immunities: Exhaustion, Frightened, Petrified, Poisoned
Languages: Understands the languages you do but cannot speak.
Immutable Form: The stone construct is immune to any spell or effect that would alter its form.
Stone's Lethargy: When a creature the stone construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw. On a failed save, the target can't use reactions and its speed is halved until the start of its next turn.
Multiattack: If the stone construct is summoned with a 4th level spell slot or higher, the stone construct makes two slam attacks instead of one. If summoned with a spell slot of 6th level or higher, the stone construct makes three slam attacks instead of two.
Slam: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the level of the spell bludgeoning damage.
Dash: When the companion takes the Dash action, the companion gains additional movement equal to its speed for the rest of the turn.
Disengage: When the companion takes the Disengage action, its movement doesn't provoke opportunity attacks for the rest of the turn.
Dodge: When the companion takes this action, any attack roll made against it has disadvantage if it can see the attacker, and it makes Dexterity saving throws with advantage until the start of its next turn. The companion loses this benefit if it becomes incapacitated or if its speed drops to 0.
Hide: When the companion takes the Hide action, it makes a Dexterity (Stealth) check in an attempt to hide.

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