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Umbral Bastionwyrm - AI-generated fantasy Monster

Umbral Bastionwyrm

Ancient fortress-builders created these dragon-shaped constructs to guard places too important to entrust to ordinary soldiers. Their centipede anatomy lets them span walls, tunnels, and gatehouses, while their dark elemental cores provide tireless power. Most surviving guardians obey commands encoded in forgotten runes, though damaged examples may interpret their orders with dangerous literalism.

GargantuanConstruct(Dragon construct)CR Challenge 1Unaligned

Umbral Bastionwyrm

darknesselementaldragonconstructsiegecentipedeguardiangargantuanruins
HP30AC+3SPD30 ft., Climb 20 ft., Burrow 10 ft. through earth, sand, or rubbleCR1 (200 XP)Perception
STR
16
DEX
12
CON
15
save
INT
3
WIS
10
CHA
4
Gargantuan Siege Frame. The guardian can occupy space large enough to block a 20-foot-wide passage. It can move through a space as narrow as 15 feet wide without squeezing, but it cannot willingly end its movement there.
Fortress Anchor. The guardian has advantage on ability checks and saving throws made to resist being moved or knocked prone. It deals double damage to objects and structures.
Umbral Core. The guardian sheds dim light in a 10-foot radius only when it chooses to. In darkness, it has advantage on Dexterity (Stealth) checks made to hide against stone, metal, or ruins.
Tireless Sentinel. The guardian does not require air, food, drink, or sleep. It remains inactive until a creature crosses its designated boundary or interferes with its protected objective.
Multiattack. The guardian makes one Bite attack and one Tail Stinger attack.
Bite. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 6 () piercing damage plus 2 () necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw or have its speed reduced by 10 feet until the end of its next turn.
Tail Stinger. Melee Weapon Attack: to hit, reach 20 ft., one target. Hit: 5 () piercing damage. The target must succeed on a Constitution saving throw or be poisoned until the end of its next turn.
Gloom Breath. The guardian exhales a wave of hungry darkness in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 7 () necrotic damage on a failed save, or half as much damage on a successful one. The guardian cannot use this action again until it finishes a short or long rest.
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