Lhaksharut

Huge construct, lawful neutral

Armor Class 19 (natural armor)
Hit Points 250 (20d12 + 120)
Speed 0 ft., fly 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 22 (+6) 14 (+2) 21 (+5) 20 (+5)

Saving Throws Dexterity +7, Constitution +16, Wisdom +11
Skills Arcana +14, Insight +11, Perception +11
Damage Resistances acid, cold, lightning, fire, thunder
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 21
Languages all
Challenge 20 (25,000 XP)

Special Traits

    • Elemental Charge. Whenever the lhaksharut makes a weapon attack or uses its Energy Ray ability, it deals additional acid, cold, fire, or lightning damage (included in the attacks below). The lhaksharut makes the choice of the damage type when it makes the attack or uses the ability.
    • Immutable Form. The lhaksharut is immune to any effect that would change its form.
    • Innate Spellcasting. The lhaksharut’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can cast the following spells without expending any material components.
    • Legendary Resistance (3/day). If the lhaksharut fails a saving throw, it can choose to succeed instead.
    • Magic Resistance. The lhaksharut has advantage on saving throws against spells and magical effects.
    • Magic Weapons. The lhaksharut’s weapon attacks are considered magical for the purposes of damage resistance.
    • Reactive. The lhaksharut can take one reaction on every turn in combat.
    • Regeneration. The lhaksharut regains 15 hit points at the start of each of its turns.

Actions

      • Multiattack. The lhaksharut makes four attacks, in any combination of its longsword, mace, spear, or slam attacks.
      • Longsword. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) slashing damage plus 14 (4d6) acid, cold, fire, or lightning damage.
      • Morningstar. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus 14 (4d6) acid, cold, fire, or lightning damage.
      • Spear. Melee or Ranged Weapon Attack: +13 to hit, reach 15 ft. or range 20/60 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 14 (4d6) acid, cold, fire, or lightning damage.
      • Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus 14 (4d6) acid, cold, fire, or lightning damage.
      • Energy Ray (Recharge 5-6). Up to 2 targets within 120 feet of the lhaksharut must make a DC 19 Dexterity saving throw or take 56 (16d6) acid, cold, fire, or lightning damage.

Legendary Actions

The lhaksharut can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lhaksharut regains spent legendary actions at the start of its turn.

      • Attack. The lhaksharut can make one weapon attack.
      • Teleport. The lhaksharut magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
      • Shield of Law (Costs 3 Actions). Each creature within 20 feet of the lhaksharut must make a DC 19 Constitution saving throw. On a failed save, aberrations, celestials, elementals, fey, or fiends are stunned for 1 minute. Other creatures not of those types are frightened. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.