Tomb Tapper (Thaalud) – Huge Construct
A.C. 23 (Natural Armour)
Hpts: 200 (16d12+96) [112 - 288]
Speed: 40' / Burrow 20'
Proficiency Bonus: +5
Str: 26 (+8) Dex: 14 (+2) Con: 22 (+6) Int: 14 (+2) Wis: 11 (+0) Cha: 16 (+3)
Saving Throws: Strength +13, Constitution +11, Intelligence +7, Charisma +8
Skills: Perception +5
Damage Resistances: Cold, Necrotic, Lightning; Slashing, Piercing and Bludgeoning from weapons not made of Adamantium
Damage Immunity: Fire, Poison
Condition Immunity: Blinded, Charmed, Disease, Exhausted, Paralysed, Poisoned, Stunned, Unconscious; Immutable Form, See Through Illusions
Senses: Blindsight 120' (Deafened Blindness); Passive Perception: 15
Language: Telepathy 100'
CR: 18 (20,000 XP)
Adamantine Weapons: The Thaalud's natural weapons are considered to be both magical and made from Adamantium.
Immutable Form: The Thaalud is immune to all attacks that alters its physical form, including polymorph and petrification attacks.
Deafened Blindness: The Thaalud uses sounds to see with its Blindsight, so if it is deafened, it is also unable to see using that sense.
Repairing Spells: Stone Shape heals the Thaalud for 1d8 + the caster's level hit points. It may use its own innate version of this spell to heal itself for 1d8+16 points of damage.
See Through Illusions:The Thaalud is immune to all spells from the Illusion school, or which create similar effects.
Innate Spells: The Thaalud has the following innate spell like powers. Its spellcasting attribute is Intelligence (Spell Attack +7, Spell Save D.C. 15). The Thaalud is a 16th Level Spellcaster.
At-Will: Detect Magic
7x/Day: Stone Shape
3x/Day: Spike Stones (Same as Spike Growth, except it summons sharp rocks and tiny stalagmites).
Mutiattack: The Thaalud makes either two Adamantine Maul attacks and a bite attack, or Two Slam attacks and a Bite attack.
Adamantine Maul: Melee Weapon, Reach 15' / Ranged 100', One Target, +13 to hit, Hit: 39 (2d20+16) Bludgeoning damage and target is knocked prone; Hit 5+: Target is also Stunned unless they make a D.C. 21 Constitution saving throw (lasts 2d4 rounds, Save at end of their turn ends early).
Special: The Maul may be thrown up to 100', and always returns to its owner's hand afterwards. If throwing the Maul, they may only make one attack with it.
Bite: Melee Weapon, Reach 5', One Target, +13 to hit, Hit: 32 (7d6+8) Piercing damage.
Slam: Melee Weapon, Reach 10', One Target, +13 to hit, Hit: 21 (3d8+8) Bludgeoning damage and pushes target 1d3x5'. Hit 5+: Target must make a D.C. 21 Dexterity saving throw at the end of the push or be knocked prone.
These monsters are from the Forgotten Realms by the way. Not sure where I first saw them. Came across them today, and thought "Oooh cool!".
When they said, "join our band and get hammered", this is NOT what I had in mind...