Kryx RPGThemesMonsters

Steel Predator

Large construct
Challenge
16 (15,000 XP)

STR
7
DEX
3
CON
6
INT
−3
WIS
2
CHA
−2

207
18d10+108
20
Soak
2
Fort
+6
Ref
+5
Will
+0
Defense note natural armor
Damage resistances cold, concussion, lightning, necrotic
Damage immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned, stunned

Speed 12 m.
Senses blindsight 9 m., darkvision 18 m., passive Perception 17
Skills Perception +7, Stealth +8, Wilderness +7
Languages understands Modron and the language of its owner but can’t speak

Innate Spellcasting. The steel predator’s innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells:

3/day each: plane shift (self only), teleport (augmented to dimension door) (self only)

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 DC 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, and knows the following maneuvers:

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

2 stamina dice: tear tendon

Spellcasting. The steel predator’s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells:

3/day each: plane shift (self only), teleport (augmented to 3 mana, self only)

Actions

Multiattack. The steel predator makes three attacks: one with its bite and two with its claw.

Bite. Melee Weapon Attack: +12 to hit, reach 1.5 m. Hit: 14 (2d6 + 7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 1.5 m. Hit: 16 (2d8 + 7) slashing damage.

Stunning Roar (Recharge 5–6). The steel predator emits a roar in a 18-meters cone. Each creature in that area must make a DC 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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