Mighty Servant of Leuk-o

Huge construct, Unaligned

Armor Class

22 (natural armor)

Hit Points

310 (27d12+135)

Speed

walk 60 ft.

Saves

Wis +9, Cha +7

Skills

Perception +9

Damage Resistances

piercing, slashing

Damage Immunities

acid, bludgeoning, cold, fire, lightning, necrotic, poison, psychic, radiant

Condition Immunities

blinded, charmed, deafened, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, restrained, stunned

Senses

blindsight 120 ft.

Languages

understands the languages of creatures attuned to it but can't speak

Challenge

Immutable Existence

The servant is immune to any spell or effect that would alter its form or send it to another plane of existence.

Magic Resistance

The servant has advantage on saving throws against spells and other magical effects, and spell attacks made against it have disadvantage.

Regeneration

The servant regains 10 hit points at the start of its turn. If it is reduced to 0 hit points, this trait doesn't function until an attuned creature spends 24 hours repairing the artifact or until the artifact is subjected to lightning damage.

Standing Leap

The servant's long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start.

Unusual Nature

The servant doesn't require air, food, drink, or sleep.

Actions

Destructive Fist

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) force damage. Or Ranged Weapon Attack: +17 to hit, range 120 ft., one target. Hit: 36 (4d12 + 10) force damage. If the target is an object, it takes triple damage. If the target is an object, it takes triple damage.

Crushing Leap

If the servant jumps at least 25 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures is pushed to an unoccupied space within 5 feet of the servant and must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 26 (4d12) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.