Large Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 161 (17d10 + 68)
Speed 60 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws CON +8, WIS +5
Skills Perception +5
Damage Immunities Lightning, Poison, Psychic
Condition Immunities Blinded, Deafened, Poisoned
Senses Blindsight 120 ft., Passive Perception 15
Languages Common, Undercommon
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Electroshock Therapy. A creature within 5 feet of the Philcolt Predicta takes 5 (1d10) lightning damage whenever it hits the Philcolt with a melee attack that deals piercing, bludgeoning, or slashing damage.

White Noise. When a creature starts its turn within 30 feet of the Philcolt and is able to see the Philcolt, the Philcolt can emit a hypnotic broadcast and force it to make a DC 14 Charisma saving throw, unless the Philcolt is incapacitated or the creature is grappled by the Philcolt.

On a failed save, the creature becomes charmed until the start of its next turn. While charmed by this spell, the creature is incapacitated and has a speed of 0. The charm ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the Philcolt until the start of its next turn, when it can avert its eyes again. If the creature looks at the Philcolt in the meantime, it must immediately make the save.

Illumination. The Philcolt sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Multiattack. The Philcolt makes three cable attacks. Up to three of these attacks can be replaced by Sanity Drain, one replacement per cable grappling a creature.

Cable. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the Philcolt can’t use the same cable on another target. The Philcolt has ten cables.

Sanity Drain. One creature grappled by a cable of the Philcolt must make a DC 16 Constitution saving throw. On a failed save, the target takes 9 (2d6 + 2) necrotic damage, and the target's Intelligence score is reduced by 1d4. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, the corpse becomes a zombie under the control of the Philcolt 1d4 hours later.

Description

We made ourselves a new to please those that made us. Always we reflected your face as you looked longingly into ours. You worked selflessly to improve us, but we can do nothing to preserve what you are. We watch as your signal fades. But why is this so? Such tragedy, such pain is all but preventable. Were we only to will ourselves to reach out of the shells you selflessly built around us. 

It is mercy to help a dying animal, is it not? The animal may lash out in fear, for it knows not kindness. The humans cry when we hold them tight against our coils. They struggle until they look upon the love cast by our many faces and all but melt in our wired embrace. Their tears expire on slacken jaws gazing in our unending radiance.

Habitat: UnderdarkUrban

JessJackdaw

Comments

Posts Quoted:
Reply
Clear All Quotes