{"name":"Heavy Iron Guard","challenge_rating":"15","xp":"13,000","types":"Construct","pb":"+5","size":"Large","sizer":"NONE","languages":"Understands the languages of its creator but can't speak","alignment":"Neutral","description":"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.","suggested_environments":"","armor_class":"20","hit_points":"243 (18d10 + 144)","strength":"24","dexterity":"9","constitution":"26","intelligence":"3","wisdom":"11","charisma":"1","base_movement_units":"ft","base_movement_in_ft":"30","fly_movement_in_ft":"20","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"Darkvision 120 ft, Truesight 30 ft, Passive Perception 15","skills":"Perception +5","saving_throws":"","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"Psychic; Bludgeoning, Piercing, and Slashing from nonmagical weapons that aren't silver","condition_immunities":"Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[ul][li][b][i]Antimagic Cone[\/i][\/b]: 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.[\/li][ul]\r\n[ul][li][b][i]Immutable Form[\/i][\/b]: The Heavy is immune to any spell or effect that would alter its form.[\/li][ul]\r\n[ul][li][b][i]Magic Absorption[\/i][\/b]: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.[\/li][ul]\r\n[ul][li][b][i]Magic Resistance[\/i][\/b]: The Heavy has advantage on saving throws against spells and other magical effects.[\/li][ul]\r\n[ul][li][b][i]Magic Weapons[\/i][\/b]: The Heavy's weapon attacks are magical.[\/li][ul]","actions":"[ul][li][b][i]Multiattack[i][b]: The Heavy uses its Antimagic Jolt and makes two melee attacks, or it makes three melee attacks [li][ul]\r\n[ul][li][b][i]Slam[i][b] Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 20 (3d8 +7) bludgeoning damage. [li][ul]\r\n[ul][li][b][i]Claw (Recharge 5 - 6) [i][b] 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.[li][ul]\r\n[ul][li]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.[li][ul]","bonus_actions":"","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"6322047","source":"Homebrew","tags":"","templateId":"2991","blockId":"1515281","world":"9099115e-04a6-482d-b994-5eaa08984dd2","folder":"35790","isShared":"on"}