Gargantuan Construct
Armor Class 18 Constructed Carapace
Hit Points 238 (28d8 + 112)
Speed 80 ft.
STR
15 (+2)
DEX
15 (+2)
CON
18 (+4)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws CON +11
Damage Vulnerabilities Cold
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Tremorsense 120ft, Passive Perception 10
Languages --
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Elongated Form. The Translocator is gargantuan, but not in the usual sense. This creature is made up of 6 10-ft x 5-ft body segments and a 5-ft x 5-ft head segment. A head segment controls all body segments connected to it.

Mechanical Mitosis. The Translocator splits its maximum hp between all 7 parts (This being their maximum hp). Whenever any body segment takes more than 20 slashing damage, or 30 bludgeoning damage in a single round, that body segment disconnects from the body segment it is attached to that is closest to the head. (If it is next to the head, the next segment in the chain is disconnected instead.) At the start of its next turn, a head sprouts from the disconnected body chain at either end, taking 20hp from each segment it has. This new chain has all of the abilities of the base creature and counts as a separate creature for attacks and recharging rates.

Mechanical Recharge. At the start of each of the Translocator's turns, all of its segments regain 10 hp unless they have taken acid damage individually.

Mechanical Mind. The Translocator automatically saves against any Wisdom, Intelligence, or Charisma saving throws.

Exposed Circuitry. Whenever the Translocator takes cold damage, its movement speed is reduced to half, as it is partially frozen. At the start of their turn, they thaw out and return to normal.

Actions

Multiattack. The Translocator can make up to 2 Boring Teeth attacks.

Boreing Teeth. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) slashing damage.

Translocating Charge[Recharge 5-6]. The Translocator chooses up to 4 points within 120ft of it and spawns near-invisible portals (can be seen with a passive perception of 15 or higher) there. The Translocator then moves its full movement, to the nearest one. Once it goes through one, it cannot turn, and any creature that would be charged into must make a DC 18 Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage for every segment that goes through them. They take half the damage on a success. These portals do not go away until the start of their next turn. A creature hit multiple times must make multiple saves.

Legendary Actions

The Translocator has 3 legendary actions and can use them in the following ways.

Jumpstart (Costs 3 Actions). On its next turn, the Translocator's Translocating Charge is recharged.

Continued Charge. The Translocator unthaws and moves up to half its movement speed.

Bite. The Translocator uses Boreing Teeth.

 

If Jumpstart is used, it must actually recharge before the next use.

Description

This mechanization of a giant worm was made when a certain Artificer asked the age-old question of "Why are Purple Worms so boring?" He spent many years of his life perfecting this 65-ft long, centi-legged abomination, and to what end? Well, atleast this worm isn't what he would call "Boreing". Wait...

Monster Tags: construct

dasherron

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