Elemental Defender
Medium construct, unaligned
Armor Class
16 (natural armor, shield)
Hit Points
65 (7d10 + 28)
Speed
30 ft.
STR
16 (+3)
DEX
8 (-1)
CON
18 (+4)
INT
1 (-5)
WIS
10 (+0)
CHA
4 (-3)
Damage Resistances
poison, See Elemental Adaptation
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
passive Perception 10
Languages
understands the languages of its creator but can’t speak
Challenge
3 (700 XP)
Elemental Adaptation. Each defender is given life from a crystal charged with elemental power. They start off with resistance to either cold, fire, or lightning damage and deal additional damage of the same type. Whenever the defender is damaged by another of these elements, it may use its reaction to shift its elemental properties, changing its resistance and extra damage to the new type instead as well as gaining 10 temporary hit points. The crystal in its chest changes color to reflect this shift.
Panic Mode. When the defender is reduced below 15 hit points, it enters a panic mode. While in this mode, the defender makes an additional longsword attack on each of its turns. The defender must also make a DC 10 Constitution saving throw at the end of each of its turns. On a failure, the crystal in its chest cannot handle the extra stress and explodes, shutting down the defender.
Actions
Multiattack. The defender makes two attacks with its longsword.
Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if being wielded with two hands, plus 3 (1d6) elemental damage.