Kryx RPGThemesCreatures
Steel Predator

Steel Predator

Large construct
Challenge
16

STR
7
DEX
3
CON
6
INT
−3
WIS
2
CHA
−2

207
18d10+108
23
Soak
2
Fort
+11
Ref
+10
Will
+2
Defense note natural armor
Damage resistances cold, concussion, lightning, necrotic
Damage immunities poison, psychic; bludgeoning, piercing, and slashing from attacks that aren’t adamantine

Speed 8 m.
Skills Arcana (Wis) +7 (18), Insight +2 (13), Perception +7 (18), Stealth +8 (19), Wilderness +7 (18)
Senses blindsight 5 m., darkvision 10 m.
Languages understands Modron and the language of its owner but can’t speak

Magic Resistance. The steel predator has advantage on saving throws against spells and other magical effects.

Magic Weapons. The steel predator’s weapon attacks are magical.

Maneuvers. The steel predator uses maneuvers (maneuver save Difficulty 20). It has 45 stamina dice which are d8s, a dice limit of 5, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, nimble, pounce, spring attack, sprint, stalking shadow, tear flesh, trip, uncanny dodge, vault

2 stamina dice: tear tendon

Spellcasting. The steel predator uses Arcana (Wis) to cast spells (spell save Difficulty 15, +7 to hit with spell attacks). It can cast the following spells:

1 mana: teleport (self only)

3 mana: plane shift (self only)

Actions (3)

Bite (1/turn). Melee Weapon Attack: +12 to hit, reach 1 m. Hit: 14 (2d6 + 7) piercing damage.

Claw (2/turn). Melee Weapon Attack: +12 to hit, reach 1 m. Hit: 16 (2d8 + 7) slashing damage.

Stunning Roar (Recharge 5–6). The steel predator emits a roar in a 10-meter cone. Each creature in that area must make a Difficulty 19 Fortitude saving throw. On a failed save, a creature takes 27 (5d10) concussion damage, drops everything it’s holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As an action, you can make a melee weapon attack against a creature after you move at least 4 meters straight toward it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice. You also have advantage on Athletics checks to jump.

As a reaction, which you use when an enemy within 5 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when you are hit by an attack that you can see or when you make a Reflex saving throw, you spin gracefully away, avoiding the swing or effect. Roll a d3 and add the result your Defense against the triggering attack or to your Reflex saving throw. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As a reaction, which you use when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to tear the creature’s tendon. Add one stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.