Large Construct (Devil), Any Non-Good Alignment
Armor Class 19 Natural
Hit Points 107 (13d10 + 42)
Speed 60 ft., 0ft When in the line of Sight of a target.
STR
20 (+5)
DEX
22 (+6)
CON
13 (+1)
INT
1 (-5)
WIS
26 (+8)
CHA
1 (-5)
Saving Throws STR +10, DEX +11, WIS +13
Skills Insight +16, Perception +18, Stealth +6
Damage Vulnerabilities Acid, Fire, Lightning, Necrotic; Piercing from Magic Weapons Wielded by Good Creatures, Slashing from a Vorpal Sword
Damage Resistances Damage Dealt By Traps; All
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Truesight 120ft, Passive Perception 23
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Statues. When a target(s) sees the Vundo, the Vundo's movement is reduced to 0ft till the target(s) look away or moves out of sight. The Vundo can move when behind half cover and three-quarters cover. The Vundo is also not affected by Difficult Terrain.

Aura of Twinge. When a target(s) enters within 10ft of the Vundo the target(s) must succeed a wisdom save of 16, on a failed save the target(s) take 6 (2d4+2) Psychic damage and the Vundo can take an opportunity attack (Only Slash) against up to 2 targets that failed the wisdom save wile also moving 5ft closer to up to 1 target. On a successful save the target(s) take no damage and don't provoke opportunity attack. The target(s) must continue to make this save if they remain within this Aura of Twinge.

Critical Flaw. When a Vundo is Struck be a Damage type it is weak to or when it is hit with a critical hit, It takes 4x the normal damage for weaknesses and 4x the damage dice for critical hits. Additionally if the Vundo is seen, all saves or checks that require dex automatically fail.

Actions

Multiattack. The Vundo makes two slash attacks.

Slash. Melee Weapon Attack: +11 to hit, reach #10ft., 1 target. Hit: 11 (1d10 + 6) Magical Slashing damage. 

Bite. Melee Weapon Attack: +10 to hit, range 5ft., 1 target. Hit: 17 (2d12 + 5) Magical Piercing damage plus 12 (2d12) Psychic damage.

Unseen Bite (Recharge 8). Melee Weapon Attack: +10 to hit, range 5ft., 1 targetHit: 23 (3d12+5) Magical Piercing damage plus 18 (3d12) Psychic damage, and the target must succeed on a dc 15 wisdom saving throw or be frightened till the end of the Vundo's next Turn. The Vundo must be unseen to Use this attack.

Reactions

Unseen Dash. If a target(s) looses line of sight or moves out of sight, the Vundo can dash wile it is unseen. If the dash is enough to move within melee range of a target, the target can make a wisdom (Perception) check or a intelligent (Investigation) check to prevent the Vundo from moving, Stopping where the dash would close the gap. Blindsight automatically perceives the Vundo and can take a reaction to turn around to stop the Vundo's advance, Stopping at the Blindsight's range and following the line of sight. If the target fails to perceive the Vundo in time however, the Vundo can Use the Unseen Bite Melee Attack Only once as an additional reaction. (The Vundo has up to 3 reactions)

Legendary Actions

The Vundo can take 2 legendary actions, choosing from the potions below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Vundo regains spent legendary actions at the start of its turn.

Unseen Dash. Allows the use of the Unseen Dash as a legendary action instead of a reaction. (Unseen Bite still requires a reaction)

Aura of Spasm (Costs 2 Actions). The Vundo uses its pent up energy to release a burst of psychic zeal in a attempt to make its target(s) slip up. Each creature within a 60ft sphere must make a dc 18 constitution saving throw or take 12 (6d4) psychic damage and be forced to blink, allowing the Vundo to move 30ft closer to one creature if it is unseen at that moment of the Aura's use. On a successful save, the creature takes half as much damage and doesn't blink.

Description

The Vundo lives and dies by being unseen. Though most of the time they lay in a dormancy only disturbed when something enters their truesight distance. Giving off a distinctive pair of glowing orange eyes. But even if you don't see these glowing orange eyes, doesn't mean they see you. But they will only attack when their eyes are orange. So if their eyes are orange, keep your eyes on them and deal with them or continue where you need to go without breaking sight. 
Vundo's usually aren't that concerned for their lives, only caring about their personal body count over all. But even with this simple desire and lack for all else, they do take the time to plan and strike together. Sometimes Gathering in Small groups of 2 or 3, though sometimes Numbering more and collecting themselves in greater groups. (Groups number 1d4+1 Vundo's and Collecting in 1d8+2 Groups. Soft Maximum of 14 Vundo's within a 300ft Radius.)
Vundo's are Very foreboding and dangerous if you can't see them, most likely killing their target(s) swiftly. But in the sight of their target(s) they are powerless, as long as you can maintain a distance and keep our eyes pealed with a few eyes on your back. You should be fine as long as you don't do something reckless.

Monster Tags: Devilconstruct

Ronavatakin

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