Immutable Form. Delta is immune to any spell or effect that would alter its form.
Magic Weapons. Delta weapon attacks are magical.
Noxious Fumes. At the beginning of its turn Delta emits a 60ft area, this area has the same effects of the cloudkill spell. And whenever it takes 15 damage it emits this again but instead in a 30ft area. The cloudkill go away after the beginning of its next turn. Upon death it has the effects of a cloudkill spell.
Multiattack. Delta makes one longsword attack three fists and one zip-line attack. Or two zip-line attacks.
Fist. Melee Weapon Attack. 10ft range. 1d20+13 to hit. 4d8+10 bludgeoning damage and on a hit if the target fails a DC constitution 17 target has a -10 on dexterity and strength saving throws to avoid being knocked prone and are knocked back by 5ft.
Longsword. Melee Weapon Attack. 10ft range. 1d20+15 to hit. 4d10+12 slashing damage and 4d8 poison damage, if the target fails a DC constitution 15 they have half of that much removed from their hit point maximum and repeats every twenty four hours. This can be removed by healing magic such as a third level cure wounds, removed curse, or other stronger magic.
Zip-line. Ranged Weapon Attack. 1d20+15 to hit . 20/700ft range. 2d10+14 piercing damage and on a hit Delta can bring itself within five feet of that object or vise versa. If it pulls itself to a creature or it pulls a creature to itself it can make two fist attacks as a bonus action.
Parry. As a reaction delta adds four to its AC as long as it has its sword arm and is not incapacitated.
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