Large Construct, Lawful Evil
Armor Class 20
Hit Points 169 (30d10 + 5)
Speed 30 ft., Fly 60 ft.
STR
10 (+0)
DEX
20 (+5)
CON
18 (+4)
INT
18 (+4)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +10, INT +9
Damage Resistances Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 15
Languages Common, Elvish, Primordial, Infernal
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Immutable Form. Bioweapon Matron is immune to any spell or effect that would alter its form.

Magic Weapons. Bioweapon Matron's attacks are magical.

Faultless Tracker. Bioweapon Matron is given a quarry by its creator. Bioweapon Matron knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. Bioweapon Matron also knows the location of its creator.

Innate Spellcasting. Bioweapon Matron's spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells requiring no components. At will: blur, invisibility, shield 3/day each: darkness, hypnotic pattern. teleportation 1/day each: cloudkill, etherealness, forcecage

Magic Resistance. Bioweapon Matron has advantage on saving throws against spells and magical effects.

Fused. If the orb is removed from Darunia's skull, the exoskeleton ceases to function and Darunia falls unconscious. 

Actions

Multiattack. Bioweapon Matron makes three melee attacks. It can cast one at will spell or fire the Harpoon Cannon in place of two melee attacks.

Whirring Blades. Melee Weapon Attack: +5 to hit, reach 5ft. one target. Hit: 16 (2d10 + 5) slashing damage.

Pronged Scepter. Melee Weapon Attack: +5 to hit, reach 10ft. one target. Hit: 13 (2d6 + 6) piercing damage.

Harpoon Cannon. Ranged Weapon Attack: +5 to hit, reach 120ft. three targets. Hit: 16 (2d10 + 5) piercing damage.

Rays. Bioweapon Matron shoots two of the following magical rays at random (reroll duplicates), choosing one to two targets it can see within 60 feet of it:
1. Paralyzing Ray. The target creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Fear Ray. The target creature must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.
3. Fire Ray. The target creature must make a DC 15 Dexterity saving throw, taking 27 (6d8) fire damage on a failed saving throw or half as much damage on a successful one. 4. Lightning Ray. The target creature must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed saving throw or half as much damage on a successful one.
5. Teleportation Ray. The target creature must make a DC 15 Charisma saving throw. On a failed saving throw, the creature is teleported to a location that Bioweapon Matron can see within 60 feet of Bioweapon Matron.
6. Death Ray. The target creature must succeed on a DC 15 Constitution saving throw. On a failed saving throw, the target's hit points fall to 0. A creature with 50 or more hit points remaining automatically passes its saving throw.

Horrifying Visage. Each non-undead creature within 60 feet of the Bioweapon Matron that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Bioweapon Matron's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Reactions

Retune. When Bioweapon Matron is targeted by an attack or spell that deals acid, cold, fire, lightning, psychic or thunder damage it gains immunity to that damage type (including against the triggering attack) for 1 minute or until it uses this trait again,

Legendary Actions

Bioweapon Matron Darunia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn.  Bioweapon Matron regains spent legendary actions at the start of its turn.

Taser Baton. Melee Weapon Attack: +5 to hit, reach 5ft. one target. Hit: 33 (8d6 + 5) lightning damage.

Movement Jet. Bioweapon Matron Darunia moves from one point to another in a maximum 50ft line. Provoking no opportunity attacks and forcing every creature within the line to make a Dex save or take damage and fall prone

Heal Self (Costs 3 Actions). Bioweapon Matron Darunia magically regains 11 (2d8 + 2) hit points.

Cantrip. Bioweapon Matron Darunia casts a cantrip.

Cast a Spell (Costs 3 Actions). Bioweapon Matron Darunia casts a spell from her spell list.

Description

A slumped over form of a long crimson-haired woman in a golden and red high-necked, regal dress with an iron mask that seems to be stitched into the face of this figure. There is an entire exoskeleton sewed onto this figure, seemingly fused with the body. The red eyes glow a hellish red, the spikes of the mouth making up a sinister smile. A large obsidian-like orb juts from the back of this figure’s skull.

Previous Versions

Name Date Modified Views Adds Version Actions
9/8/2021 2:38:46 PM
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