Large Aberration, Chaotic Evil
Armor Class 18 (natural)
Hit Points 142 (15d10 + 60)
Speed 20 ft.
STR
14 (+2)
DEX
6 (-2)
CON
18 (+4)
INT
15 (+2)
WIS
5 (-3)
CHA
9 (-1)
Saving Throws CON +8, INT +6
Damage Vulnerabilities Bludgeoning
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison, Radiant; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Blinded, Deafened, Poisoned, Prone
Senses Blindsight 300ft, Passive Perception 7
Languages Telepathy 300ft, can understand telepathic messages, but can only return ideas and concepts
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Vulnerability to bludgeoning. Self explanatory. If the orb takes bludgeoning damage while charging its disintegration ray, it immediately stops charging it. If the orb is killed with bludgeoning damage, it explodes in a 20ft radius. Any creature within that radius must make a Dexterity saving throw or take (8d6) fire damage, or half damage on a success.

Reflective Surface. Any time the orb is targeted by an effect or spell that deals radiant damage, the effect/spell is reflected onto the source of the damage. If the orb takes 36 acid damage in one day, the orb loses this ability as its surface becomes too corroded to reflect light.

Actions

Eye Rays. The zombie uses two random magical eye rays, choosing one or two targets that it can see within 120 feet of it.

1. Sickening Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or take (2d8) Radiant damage and be poisoned for 1 minute, or half as much damage on a successful one. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

2. Exhausting Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or take (2d6) necrotic damage and gain 1 point of exhaustion, or half as much damage on a successful one.

3. Blinding Ray. The targeted creature must make a DC 14 Constitution saving throw, taking (3d10) Radiant damage and be blinded for 1 minute on a failed save, or half as much damage on a successful one. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Burning Ray. The targeted creature must make a DC 14 Dexterity saving throw, taking  (4d6) Fire damage and is lit on fire on a failed save, or half as much damage on a successful one. While on fire, the target takes (1d6) fire damage at the start of each of its turns unless it or another creature uses its action to douse the flames.

Disintegration Ray. The orb must spend one action charging this attack, and can use this ray on its next turn, provided it has not taken bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot wide, 30-foot long cylinder of it.

Description

This object is a large, hostile, chrome, reflective, floating orb that emits deadly, concentrated beams of light at its targets

Previous Versions

Name Date Modified Views Adds Version Actions
2/15/2021 11:27:17 AM
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Coming Soon

Monster Tags: constructaberration

Habitat: Arctic

Hmmmmmmmmm

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