Huge Construct, Unaligned
Armor Class 20 (natural armor)
Hit Points 310 (20d20 + 100)
Speed 30 ft., Fly 60 ft.
STR
24 (+7)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Immutable Form. Cruise Chaser is immune to any spell or effect that would alter its form.

Magic Resistance. Cruise Chaser has advantage on saving throws against spells and other magical effects.

Magic Weapons. Cruise Chaser's weapon attacks are magical. 

Actions

Multiattack. Cruise Chaser makes two melee attacks. 

Energy Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.

Spin Crush (Recharge 5-6). Cruise Chaser cleaves the area in front of itself in 15-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 45 (10d8) slashing damage on a failed throw, half as much on a successful. 

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spentl Legendary Actionsare regained at the start of each turn.


Left/Right Energy Sword: Cruise Chaser makes a Sword Attack.

Blast Off: Cruise Chaser blasts off into the air. Any creature within 15 feet of it must make a DC 17 Dexterity saving throw or take 20 (4d10) bludgeoning damage and be knocked prone. Cruise Chaser can then use it's entire fly speed. 

Propeller Wind: Cruise Chaser spins the propellers on its back. Each creature within 15 feet of Cruise Chaser must make a DC 15 Dexterity saving throw, taking 20 (5d8) bludgeoning damage on a failed throw and is thrown 15 feet backwards and knocked prone, half as much on a successful throw and is not knocked prone. 

Photon (Costs 2 Actions): Cruise Chaser fires a massive energy beam in a 20 foot radius circle centered on one player.  Each creature in that area must succeed on a DC 22 Dexterity saving throw or take 50 (4d10 + 10) fire damage. 

 

Mythic Actions

When Cruise Chaser is reduced to half hit points, it glows red and gains access to the following actions. 

Plasma Shield: Cruise Chaser gains a shield made of plasma. Its Armor Class becomes 24. The shield has 50hp and must be destroyed before Cruise Chaser can be damaged again. Once used, Cruise Chaser will begin to cast Limit Cut. 

Limit Cut: Cruise Chaser readies a powerful sword attack. If Cruise Chaser does not take 50 damage before it's next turn, it spins its sword dealing 50 (10d10) slashing damage in a 20 foot radius centered on itself. 

theevilplie

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