Coded Language. The Antiquary can communicate with and understand constructs and machines as if it shared a language with them.
Bond Immunity. The Antiquary can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Multiattack. The Antiquary makes two melee weapon attacks with its tentacle or injection.
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 13 (2d8+4) bludgeoning damage, and the creature is grappled (escape DC 15). Until the grapple ends, the creature is restrained. Antiquary can grapple up to 2 creatures at once.
Injection. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 11 (2d6+4) piercing damage, and the target must make a DC 15 Constitution saving throw or be paralyzed for 1-minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Injection saving throw for the next 24 hours.
A Whole New World (1/day). The Antiquary can cast the spell Plane Shift requiring no material components. When using this spell on an unwilling creature, the Charisma saving throw DC is 15 and the creature can only be transported to the mechanized universe created by Drouk Sal'uthiri.
Description
Antiquaries are feared automatons designed only to subdue and entrap live samples marked for collection by their master. Descending upon the helpless with multiple tentacle limbs, the Antiquary is outfitted with hidden syringes that shut down its target's nervous system, making it easier to transport back to its home plane.
When a target or area is marked for collection, dozens of Antiquaries seemingly appear high in the sky, attacking quickly. They are often escorted by Exile Juggernauts making the process terrifyingly efficient.
Comments