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Mek

by Sheldon Morris

Large construct, lawful neutral (with master), chaotic neutral (without master)
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Armour Class 18 (natural armour)
Hit Points 110 (13d10 + 39)
Speed 30 ft.
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STR|DEX|CON|INT|WIS|CHA
19 (+4)|13 (+1)|17 (+3)|4 (-3)|6 (-2)|4 (-3)
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Saving Throws Con +6
Skills Perception +1
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 30 ft., passive Perception 11
Languages understands the languages of its creator but can't speak
Challenge 8 (3,900 XP)
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Magic Resistance. The mek has advantage on saving throws against spells and other magical effects.

Freeze. If the mek takes cold damage, its speed is reduced by 15 feet until the end of its next turn.

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ACTIONS
Multiattack. The mek can use its Paralysis Gas if available. It then makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Hit: 23 (3d12 + 4) slashing damage.

Paralysis Gas (Recharge 5-6). The mek exhales a 20-foot radius cloud of gas. Each creature in that area must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.