Huge Construct, Unaligned
Armor Class 18 natural armor
Hit Points 219 (19d12 + 95)
Speed 20 ft., (hover)
STR
16 (+3)
DEX
14 (+2)
CON
20 (+5)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws STR +9, CON +11
Skills Arcana +6, Perception +10
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Senses Darkvision 120 ft., Passive Perception 20
Languages understands one language of its creator but can't speak
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Catastrophic Failure. If damage reduces the validator to 0 hit points, roll 1d20. If the damage taken exceeds the rolled number, the validator explodes in a burst of shrapnel and flame. Each creature within 15 feet of it must make a DC 17 Dexterity saving throw, taking 9 (2d8) piercing damage and 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.

Magic Resistance. The validator has advantage on saving throws against spells and other magical effects.

Magic Weapons. The validator's weapon attacks are considered magical.

Spell Redirection Cone. The validator's central lense creates an area of spell redirection in a 150-foot cone. If a creature within the cone targets the validator with a spell or spell attack, the validator can make an Intelligence (Arcana) check, the DC equals 10 + the spell's level (10 for a cantrip). On a success, the validator causes that spell to target another creature of its choice within 30 feet of it that it can see. At the start of each of its turns, the validator decides which way the cone faces and whether the cone is active.

Actions

Arms. The validator uses three of the following tentacle-mounted weapons at random (reroll duplicates).

1. Blade of Wounding. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 3) slashing damage. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic or any other means.

2. Brilliant Flash. The validator produces an intense flash of light in a 30-foot cone. Each creature in that area that can see the validator must make a DC 16 Constitution saving throw, taking 14 (3d8) radiant damage and being blinded for 1 minute on a failed save. On a success, the creature takes half as much damage and isn't blinded. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Buzz Saw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) slashing damage.

4. Arc Lightning. The validator shoots a bolt of lightning at a creature it can see within 60 feet. The creature must make a DC 16 Dexterity saving throw, taking 23 (5d8) lightning damage on a failed save, or half as much damage on a success. If the save fails by 5 or more, the creature is also stunned until the end of the validator's next turn.

5. Poison Syringe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 3) piercing damage, and the taget must make a DC 16 Constitution saving throw, taking 27 (6d8) poison damage and being poisoned for 1 hour on a failed save. On a success, the creature takes half as much damage and isn't poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

6. Ray of Force. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 18 (4d8) force damage, and the target is pushed 10 feet directly away from the validator and is knocked prone.

7. Restraining Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the taget is grappled (escape DC 19). Until this graple ends, the creature is restrained.

8. Magic Syphon. The validator chooses one target it can see within 60 feet. If the target is a creature, it must make a DC 16 Wisdom saving throw. On a failed save, or if the target is an object or magical effect, it is affected as if in an antimagic field spell for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

9. Hellfire Maul. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and 9 (2d8) fire damage.

10. Death Ray. The validator shoots a violet ray at a creature it can see within 120 feet. The creature must make a DC 16 Dexterity saving throw or take 33 (6d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Shred. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) slashing damage.

Transpose. The validator magically teleports to an unoccupied space it can see within 30 feet.

Legendary Actions

The validator can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The validator regains spent legendary actions at the start of its turn.

Arm. The validator uses one random tentacle-mounted weapon.

Blink (Costs 2 Actions). The validator uses the Transpose action.

Change Focus (Costs 2 Actions). The validator changes which way its spell redirection cone faces.

Monster Tags: Beholderconstruct

Habitat: Urban

user-100402996

Comments

Posts Quoted:
Reply
Clear All Quotes