Large Construct, Neutral Evil
Armor Class 20 (natural armor)
Hit Points 186 (22d10 + 66)
Speed 10 ft., Climb 10 ft.
STR
18 (+4)
DEX
8 (-1)
CON
17 (+3)
INT
7 (-2)
WIS
16 (+3)
CHA
6 (-2)
Skills Perception +6
Damage Vulnerabilities Acid, Cold, Lightning
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Grasping Tendrils. The chainer has six tendrils. Each tendril can be attacked (AC 20; 30 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the chainer.

Actions

Multiattack. The chainer makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.

Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit:  2 (1d4) bludgeoning damage. The target is grappled (escape DC 10). Until the grapple ends, the target is restrained  and the roper can't use the same tendril on another target.

Reel. The chainer pulls each creature grappled by it up to 25 feet straight toward it, dealing 1d4 bludgeoning damage from the constriction.

Description

Chainers are mechanical effigies of ropers, forged for an ancient and advanced civilization. The Chainers 

KingstanII

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